Professional Documents
Culture Documents
Minsc and Boo's Journal of Villainy
Minsc and Boo's Journal of Villainy
Credits Foreword
Writing and Design: James Ohlen The Baldur’s Gate games hold a special place in my
Additional Design: Brent Knowles life. In my teenage years I ran a Forgotten Realms
Editing: Drew Karpyshyn campaign for almost a decade that included thirty
Graphic Design and Layout: Michal E. Cross different players. Not all at once of course! This
Additional Writing: Patricia Barnabie, Drew Karpyshyn, Jesse Sky campaign birthed all sorts of heroes and villains
that were a result of the cooperative storytelling that
Monster Illustrations: Sebastian Kowoll
Character Illustrations: Lius Lasahido is the hallmark of Dungeon & Dragons. Many of
Environment Illustrations: Julian Calle, Wadim Kashin, Erikas Perl these heroes and villains would be used in the story
Cover Art: Lius Lasahido of Baldur’s Gate and Baldur’s Gate 2. The Baldur’s
Maps: John Stevenson Gate series launched a career in video games that has
allowed me to meet and work with amazingly talented
Special Thanks: Everyone who worked on the Baldur’s Gate video
people and tell personal stories in some of my favorite
game franchise, to Ed Greenwood for creating the Forgotten
Realms and to the 5th edition Dungeons & Dragons team fictional worlds.
—James Ohlen, 2021
Special Thanks: Cam Tofer for creating Minsc and Boo and to
Luke Kristjanson for giving Minsc his voice
Disclaimer: The editor of this journal takes no responsibility for the veracity of the
Additional Special Thanks: Dean Andersen for helping with art author’s claims. The editor will point out that the author believes that his hamster
direction, Linden Knowles and Carter Knowles for helping can talk (I’ve only ever heard it squeak), comes from space, and has a hamster
with design sister the size of a horse...
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast
product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content
Agreement for Dungeon Masters Guild.
All other original material in this work is © 2021 by James Ohlen (Arcanum Worlds) and published under the Community Content Agreement for Dungeon
Masters Guild.
Contents
Preface................................................ 4 Flaming Fist..........................................52 Ch. 4: Henchmen...........................108
Hometowns.............................................. 5 Nauk the Bag Man............................54 Aribeth de Tylmarande..................... 108
Introduction: Heroic Stories............ 5 Borivik Windheim............................56 Dagryn the Lost..................................110
Harpers...................................................58 Darien the Ice Witch..........................112
Group Patrons......................................... 6
Jaheira.................................................60 Edwin Odesseiron..............................114
Campaign Villains.................................. 6
Vellin Farstride.................................62 Eo Ashmajiir........................................116
Ch. 1: Hometowns.............................. 8 Knights of Bahamut.............................64 Kagain the Scream Hunter..............118
Athkatla..................................................... 8 Suldil Baldoriel.................................66 Pelyious Avhoste................................ 120
Baldur’s Gate......................................... 14 Minsc and Boo!.................................68 Saemon Havarian.............................. 122
Suldanessellar......................................20 Order of Icarus......................................70 Sarevok Anchev................................. 124
Ust Natha................................................24 Jon Irenicus........................................72 Viconia DeVir...................................... 126
Bodhi Irenicus...................................76 Xzar the Chaos Clone....................... 128
Ch. 2: Group Patrons......................28
Artwork................................................ 130
Adventurer’s Guild...............................28 Raven Circle...........................................78
Cornelius Watson.............................30 Lothar of the Raven.........................80 Ch. 5: Monsters.............................. 131
Flimp Shagglecran..........................32 Viktor Kuhn.......................................82 Achaierai...............................................131
Candlekeep............................................34 Shadow Thieves....................................84 Bebilith................................................. 133
Valygar Corthala...............................36 Montaron & the Laughing Skull...86 Demodand........................................... 135
Xan Moonblade.................................38 Imoen the Godspawn......................88 Dread Doppleganger......................... 139
Church of Sune.....................................40 Ch. 3: Campaign Villains................ 91 Gibberling.............................................141
Hamadryad..........................................143
Naes Inuus.........................................42 Baalzebul................................................91
Sirene....................................................145
Tiberius Inuus...................................44 Bhaal........................................................93
Phaerimm.............................................147
Emerald Enclave...................................46 Cryonax...................................................97 Skeleton Warrior................................149
Kivan the Grim.................................48 Mephistopheles.....................................99 Sword Spider.......................................151
Faldorn the Hierophant..................50 Pazuzu...................................................103 Tasloi.................................................... 153
Ssendam.............................................. 105 Wolfwere.............................................. 155
Preface
Preface
4
Introduction
Heroic Stories
hen you think of your favorite heroic
story, it almost always follows a familiar Hometowns
formula. The hero begins his journey in his Hometowns are where player characters begin the
hometown, usually threatened by evil. He campaign. Hometowns are often a base of operations
encounters a mentor figure who helps reveal and the place where the group patron can be found.
what must be done to save his hometown (and The campaign villain might also be based out of the
often the rest of the world). In the end, he hometown. Sometimes the campaign villain even
comes face to face with a villain that must be overcome. threatens the very existence of the hometown.
Don’t believe me?
Harry Potter fights to protect Hogwarts, is men- Bazaars, Fences and Shops
tored by Dumbledore and must defeat Voldemort. One of the main uses of a hometown from a gameplay
Frodo begins his journey in the Shire, is recruited by perspective is that it provides player characters with a
Gandalf and must journey into the heart of Sauron’s place to spend gold (and other coin). Over the course
land of evil. Luke Skywalker leaves Tatooine to learn of a campaign, player characters often accumulate
how to use the Force from Obi-Wan in order to defeat vast quantities of gold with very few places to spend it.
Darth Vader. Hometowns give player characters access to bazaars,
While Dungeons & Dragons has always focused on shops and NPCs that possess contacts for magic items,
the heroes, a great mentor, villain and hometown can recipes or treasure maps. Not only does this give player
make a campaign come alive. characters a place to use their gold, but it also allows
them to customize the kinds of magic items their
Mentors and Group Patron Rules character is able to obtain.
Robbing or murdering a shop keep for their magic items
Dungeons & Dragons has already provided rules on men-
tors with their excellent write ups on Group Patrons, so we is pointless as shops don’t keep the magic items or recipes
will be using that term in this book. on the premises. Instead they have contacts with powerful
NPCs and creatures that have access to the magic items.
Group Patrons Campaign Villains
Group patrons give player characters a reason to work Campaign villains are NPCs who oppose the player
together toward a common goal. They are powerful characters throughout their entire careers. These villains
backers who give adventurers a clear purpose. They often have a personal connection to either the player
can also provide rare resources such as magic items, characters or their group patron. A campaign villain
contacts and other hard to find resources. rarely confronts the player characters directly, instead
resorting to henchmen. Only when a campaign nears its
Themes and Goals end will the player characters finally confront their villain.
The group patron helps determine the theme of a
campaign through the missions that they send the Goals
player characters on. All patrons have an overarching An effective campaign villain has a clear reason for
ambition that determines what kind of missions they interfering with the characters’ lives. It is usually in
will be giving out. This ambition or cause encourages all clear opposition to the goals of the player character’s
the player characters to work together. group patron.
Introduction
6
Random Hometown
d4 Hometown Themes Suggested Group Patrons
1 Athkatla Sword and Sorcery, Urban Adventurer’s Guild, Church of Sune, Knights of Bahamut, Emerald Enclave,
Harpers, Shadow Thieves
2 Baldur’s Gate Heroic Fantasy Adventurer’s Guild, Candlekeep, Church of Sune, Knights of Bahamut,
Emerald Enclave, Flaming Fist, Harpers
3 Suldanesellar Horror Order of Icarus, Raven Circle
4 Ust Natha Dark Fantasy, Underdark Adventurer’s Guild, Knights of Bahamut, Shadow Thieves
Introduction
7
Chapter 1
Hometowns
The following four cities and towns can supported by the Shadow Thieves; and the rulers of the
be used for the starting point of a campaign. independent mercantile families of House Alibakkar,
These cities and towns also work well as House Ophal, House Nashivaar, and House Havarian—
locations for adventures or another place to the most recent addition to the Council.
spend all the gold that player characters will
likely accumulate. These locations also work Culture
well as the lair for the campaign villain. Status in Athkatla is measured almost exclusively by
material wealth. As such, it is common practice for those
Athkatla in power to display their affluence through lavish parties
• Population: 122,000 (90% humans, 8% halflings, and expensive gifts to allies and supporters. Bribery is
2% other) commonplace, and widely accepted as the proper way to
• Government: Oligarchy, led by the Council of Six grease the wheels in business and politics.
• Defense: Amn army The constant effort to demonstrate extravagance sur-
• Commerce: Ale, armor, grain, horses, iron, jewelry, passing one’s peers has led to a culture of Athkatla’s citi-
weapons zens embracing decadence and overindulgence, particu-
• Organizations: Cowled Wizards, Emerald Cabal, larly among the elites of the gem district. During nights
Shadow Thieves of revelry it is common practice to eat and drink to the
• Religions: Waukeen (dominant), Helm, Sune, Milil, point of bursting, then to forcefully empty the stomach
Selûne, Lathander, Cyric through the practice of “straking”… leaving behind a
vomitus mess for their servants or slaves to clean up.
Athkatla, the City of Coin, is one of the wealthiest cities Not surprisingly, fashion in Athkatla also reflects this
in all of Faerûn. The capital of the mercantile nation obsession with material wealth. Women typically wear
of Amn, nearly every aspect of life in Athkatla revolves elaborate turbans made from rare silks, inlaid with
money and commerce. Its wealth and affluence are so gems and embroidered with gold or platinum stitching.
well known that legends in foreign lands contend the Men favor expensive vests and cloaks sewn from valu-
city’s streets are literally paved with gold… though if able furs imported from the distant North, sacrificing
this were true, some enterprising citizens would long personal comfort in the blazing heat in
ago have found some way to extract the treasures from order to show off their
the cobblestones.
The City of Coin never sleeps—it is constantly abuzz
with the haggling and machinations of ruthlessly com-
petitive merchants, peddlers, hustlers, con artists and
criminals… though in Amn the lines between these
groups is often blurred. In Athkatla, money is power,
and there is a stark contrast between those who possess
it and those who do not. The influential organizations
that run the city’s economy—such as the oppressive
Cowled Wizards, the enigmatic Shadow Thieves, or the
obscenely wealthy mercantile houses—act with unfet-
tered impunity, answering only to themselves. Those
who fall on the lower rungs of the social ladder—like the
poor who dwell in the slums of the River District—have
no recourse to the authorities or the law. For them, life
in the City of Coin is a daily struggle to survive where
danger lurks around every corner.
Officially, Athkatla is ruled by the Council of Six.
Although council positions were once held anonymous-
ly, the current council members rule openly, relying
on their sponsors to protect them against threats and
retaliation from potential rivals. The current council
consists of the leader of House Selemchant, backed by
the Cowled Wizards; the matriarch of House Dannihyr,
Chapter 1 | Hometowns
8
means. Ornate jewelry is common among both sex- History
es, with an affinity for custom pieces showcasing rare
gems, especially black pearls. One of the first major settlements in the region, the
The various ranks of societal status are correlat- city was originally founded circa 100 DR by Calishite
ed with precious metals: ranging from the “ore” of the immigrants loyal to the Shoon Imperium. The region
dregs of society to the “mithral” elites at the top. was first known as the Emirate of Amin, but when
the Shoon Empire fell in 460 DR, Amn became an
• Ore. The lowest rank. Used to mean filthy or criminal, independent nation… though the city of Esmeltaran
and strongly insulting. was its first capital, despite Athkatla being the oldest
• Bronze. The working class. Can also be used to mean and largest city.
a low-rank imposter. The next seven centuries were a period of prosper-
• Copper. Acceptable working class. ity and peace, driven largely by trade with the distant
• Steel. Best of the working class, or military. lands to the North. The rapid rise of the merchant
• Silver. A rising merchant or one with much potential. traders led to a culture that valued economic success
• Gold. One whose wealth was inherited, or one who over all else. The obsession with profit and material
was wealthy without business sense. wealth eventually became the defining characteristic of
• Platinum. The head of a mercantile house. Athkatla and its citizens.
• Adamantine. The highest self-made rank. In 1238 DR a series of trade wars began as various
• Mithral. Perfection. The highest possible rank. factions tried to exert control over the city. In 1333 all
A common insult is to refer to someone as a low-rank- trade in or out of Amn was halted. Realizing such trade
ing metal, particularly if it is immediately below their ac- interruptions were harmful to not just the merchant
tual station. Referring to someone or something as one houses, but the entire nation, a young Athkatla mer-
of the higher ranks is seen as a compliment… or flattery. chant named Thayze Selemchant persuaded the leaders
In practice, the richer inhabitants have authority of five other influential houses in the city to join together
over the less wealthy. However, a recent public show of and form a new government to “guide” commerce… and
wealth such as a large purchase, high bid, or particular- the nation as a whole.
ly extravagant party could temporarily raise an individu- Under the newly formed Council of Six, trade re-
al’s status above those who possess greater total wealth. sumed, and profits flowed once more. The Council
Because the societal emphasis is so heavily depend- decreed that Athkatla, home of their Houses, would
ent on measurable material wealth, there is little regard be the new capital of Amn. Given their economic in-
given to racial stereotypes. As long as a potential cus- fluence across all levels of society, there were none
tomer or business partner adheres to the basic societal who dared oppose them. Under the Council, Athkatla
rules—and has the money to back their position—it does flourished, becoming the busiest trade port on the
not matter who they are or where they are from. Sword Coast.
Chapter 1 | Hometowns
10
Notable Locations in Athkatla
1. Adamantine Mug. Serves as a club for the district’s 16. House of The Lady of Masks. Lady Bellasdreia sells perfume
merchants, offering discreet and superb service. and beauty masks from this former temple of Tymora.
2. Brundith Fine Furnishings. Specializes in replica furniture 17. Moonhall. A well-recognized temple of Selûne.
with discreet hiding places. 18. Pride of Athkatla. An enclosed market for traveling merchants.
3. Cloakspell tower. Famous landmark forbidden to the public 19. Sea’s Bounty Tavern. An old inn, tavern, and festhall.
and a secret meeting place for the Cowled Wizards. 20. Seven Songs Importing. A business that specialized in
4. Copper Coronet. A seedy dive whose regulars include exotic goods.
smugglers and pirates. 21. Shadowgates House. A private club that catered
5. Council House. The seat of power for the city’s ruling exclusively to noble-born women.
Council of Six. 22. Shop of the Bizarre. Strange shop that specializes in
6. Crown Aflame. This lavish theater was a previous temple magic items.
to Azuth. 23. Silkstone Fashions. A tailor’s shop that offers fashionable
7. Dancing Dolphins House. This mansion is used to host accessories.
gatherings of wealthy merchant families. 24. Silverale Hall. This inn, tavern, and festhall is the oldest in
8. Den of the Seven Vales. One of the city’s cleaner festhalls. the city.
9. Diamond Dragon. The most expensive jewelry shop in 25. Temple Bell. This shop specializes in the sale of religious
the city. texts and priestly vestments.
10. Dome of the Rose. An elegantly designed monastery 26. Temple of Helm. A temple that also houses the Order of
devoted to the deity Lathander. the Gauntlet.
11. Five Flagons. A popular tavern. 27. Temple of Sune. A new temple larger and more opulent
12. Grave District. Filled with ornate monuments and than all the others in the district.
mausoleums erected in reverence to the Amnian dead. 28. Temple of Talos. Long abandoned temple overrun with
13. Great Griffin. This massive, seven-ton bell is used to warn beggars.
ships during storms. 29. The Black Frog. A seedy and dirty tavern.
14. Hall of the Society of the Lost Ingot. A former temple of 30. Waukeen’s Promenade. The most recognizable landmark
Ilmater used as a meeting place for merchants. of the city, this open-air market stadium houses some of
15. Harfin Draether. An expansive tavern renowned for its its greatest guilds and merchant houses.
hearty and delicious fare.
Chapter 1 | Hometowns
11
However, their exile from Waterdeep proved to be a The Guild is controlled by an 8-person Shadow
boon rather than a bane. In Athkatla, they found a soci- Council operating in Athkatla, which is overseen by
ety that allowed them to prosper and thrive, and by the an individual known as the Grandmaster of Shadows.
early 14th century they controlled many of the criminal There are allegations that the Shadow Thieves have
operations up and down the Sword Coast. some type of alliance/agreement with the Council of
The Shadow Thieves are guided by two foundational Six allowing them to operate with impunity within the
tenets, written by the first Grandmaster following their city. In truth, the Grandmaster is always a member of
exile from Waterdeep. the powerful Dannihyr House—a permanent member of
• “The Shadow Thieves will never again be brought so the Council of Six. Because of this, the Shadow Thieves
low and disgraced as they were in their exile.” have a powerful voice in the politics of the city… though
• “They will take their vengeance upon the city of what would happen if the needs of House Dannihyr
Waterdeep.” came into conflict with those of the guild is something
that can only be speculated on.
Even though they are an open secret within Athkatla, Though the Shadow Thieves have many despised
the Shadow Thieves still prefer to operate discreet- rivals, like the Xanathar Thieves Guild in Waterdeep
ly. The Shadow Council that controls the guild un- and the Rundden in Calimshan, their true enemies will
derstands that secrecy and subtlety are their greatest forever be the Lords of Waterdeep. Even after more than
weapons, and this belief has trickled down through the a century, the Shadow Thieves still harbor a desire for
ranks to every officer, agent and member. The full extent vengeance against the heirs of those who first cast them
of their convoluted, ambitious machinations are known out of their ancestral home.
only to the handful of figures in the upper most echelon,
though there are many rumors as to what conspiracies Encounters
they are involved in. Many of these rumors are, in fact,
false narratives planted by the Shadow Thieves them- This is a table of enemies or monsters that an
selves to obscure their true goals. adventurer might come across while in Athkatla or in
The Shadow Thieves provide many illicit servic- the surrounding regions.
es that the citizens of Athkatla use on a regular basis.
Protection rackets are understood as a cost of doing Random Encounters in Athkatla
business, and political leaders rely on the Shadow d6 Encounter
Thieves for protection… and often hire them to spy on or 1 Demodand in pursuit of an escaped Carceri prisoner
steal from their rivals. Similarly, the merchants of the
city rely on the Shadow Thieves to coordinate the sale 2 Dread Doppelganger posing as a fellow adventurer
and distribution of black market goods to smugglers, pi- 3 Shadow Thief Slavers (thugs) looking to replace
rates and various other underworld figures in numerous escaped slaves
cities up and down the Sword Coast. 4 Cowled Wizards (mages) seeking to incarcerate
The Guild is known for being as ruthless as they are
illegal magic users
secretive. Violence is always an option, and in addition
to theft and burglary they are also adept in assassina- 5 Tasloi who have infested a forest or sewer system
tion and kidnapping… though prisoners are only taken if 6 Sirene band hunting to retrieve a stolen sacred item
they can be ransomed for substantial profit.
Chapter 1 | Hometowns
12
Bazaars, Fences and shops Shop of the Bizarre
The most powerful items in Athkatla can be found in a
Waukeen’s Promenade shop run by the enigmatic and ruthless neogi. These
One of the greatest bazaars in Faerûn, all non-magical spider-like monsters are planar travelers that trade in
items in the Player’s Handbook are available here. In magic items and slaves. Each visit to the shop brings the
addition, each day a character spends at the Bazaar they chance of danger, for sometimes the neogi aren’t looking
can roll on the following chart and discover a magical to sell items, but are more interested in acquiring new
item for sale. They can spend 100 gp to get an additional slaves. When this happens, all of the magical items in
roll to a maximum of 10 rolls per day. the store are illusionary and the neogi have prepared
an ambush. For each shopper, there is a neogi and an
Random Magical Item at Waukeen’s Promenade umber hulk, with a single neogi master leading the
ambush. More powerful customers might mean the
d100 Magic Item Cost
neogi bring an additional 1d6 gray renders. Item costs
1-10 Ammunition, +1—arrows (10), bolts (10) 100 gp are as follows:
or sling bullets (20)
11-15 Rope of climbing 250 gp Shop of the Bizarre Finds
16-24 Simple weapon, + 1—dagger, mace or 300 gp Chance of
sickle Roll DMG Treasure Tables Being Illusinary
81-83 Potion of invulnerability 4,000 gp 81-85 Roll 2d12 times on Table F 40%
Chapter 1 | Hometowns
13
Baldur’s Gate
• Population: 125,000 (predominantly humans)
• Government: Plutocracy, helmed by the Council of
Four and Parliament of Peers
• Defense: Flaming Fist mercenaries, the Watch
• Commerce: Dyes, fish, imports from Chult,
mercenaries, nautical supplies
• Organizations: The Guild, neighborhood crews,
trade guilds
• Religions: Gond, Tymora, Umberlee, any other
law-abiding faith, cults of the Dead Three
Chapter 1 | Hometowns
14
Baldur s Gate teems
evil and the stinky sm with
decay. Perhaps not ell of
as a hamster fart, as stinky
second for sure. bu t a close
largely considered the slums of the city where only the
most destitute make their homes. The northwest repre- MINSC
sents the opposite side of this coin, containing most of the
finer estates belonging to wealthy Baldurians.
Like most aspects of life in Baldur’s Gate, its balance
of power largely revolves around what the city is main-
ly known for: commerce. The many trade organizations
The Dukes
within the Gate have formed a symbiotic relationship with Also known as the Council of Four, the Grand Dukes
the Grand Dukes. The Dukes’ approval can mean lucra- of Baldur’s Gate rule the city and are entrusted with
tive trade agreements, while strong trade organization making political decisions to the benefit of its citizens.
support is often necessary for their election. Hired by the Each Duke is democratically elected by landowners
Dukes and paid through tariffs and taxes, the Flaming within the Gate, serving for life or until resignation.
Fist mercenary company enforce the law —while the Rarely, a Duke who has committed an egregious
city’s highly organized and equally sizable Thieves’ Guild offense is then stripped of their title. Although anyone
works hard to ply their own trade without getting noticed. can theoretically become a Grand Duke with enough
Baldur’s Gate has had its fate entwined for more than support, they are usually pulled from the ranks of
a century with that of Bhaal, god of murder. Bhaal fore- wealthy merchants, renowned military leaders, and
saw that he would die in the Time of Troubles and en- famous adventurers. The current Dukes consist of
acted a plan that would allow him to return to life. While Ulder Ravengard (also commander of the Flaming
that plan took more than a century to come to fruition, Fist), Belynne Stelmane and Dillard Portyr. One of the
Bhaal has indeed been reborn in the city of Baldur’s positions has recently become open with the death of
Gate. Having been dead for more than a century, he now duke Thalamra Vanthampur. A newcomer to the city,
works to rebuild his following and thus strengthen his Eo Ashmajiir, has been aggressively politicking to be
divine might. elected to the empty seat.
Chapter 1 | Hometowns
15
The first Dukes were directly linked to the port city’s
nautical past and were entirely made up of retired sea Notable Locations
captains. Despite the importance of its port, Baldur’s 1. Baldur’s Hall—Splurging Sturgeon. Famous inn and tavern.
Gate was originally ruled by wealthy farmers. Sailors 2. Blade and Star. Inn with reasonable prices.
resented having to pay hefty fees and taxes to use the 3. Blushing Mermaid. Seedy tavern.
gates built by their lost colleague, Balduran. They even- 4. Citywatch Citadel. Fortress of the city watch.
5. Counting House. The largest bank in the city.
tually overthrew the farmers, installing the four oldest
6. Elfsong Tavern. Tavern famous for the haunting song of
sea captains as rulers of the Gate. The four were orig- an elven maiden.
inally called “Grand Dukes” in jest, but the title—now 7. Felogyr’s Fireworks. Sells fireworks and magic items.
used unironically—has stuck to this day. 8. Flaming Fist Fortress. Holds the largest garrison of
The Grand Dukes operate out of the Ducal Palace, Flaming Fist soldiers in the city.
also known as the High Hall. One of the tallest build- 9. Hall of Wonders. Temple to Gond.
ings in Baldur’s Gate, the Ducal Palace acts as an office 10. Harbormaster.
for everyday decisions, a venue for regal ceremonies, 11. Helm and Cloak Inn. High end inn for the wealthy.
and a suitably luxurious place to entertain politically im- 12. Duchal Palace. The seat of power for the dukes of
portant individuals visiting the city. The palace also pro- Baldur’s Gate.
13. High House of Wonders. Temple to Gond and the
vides sleeping quarters for temporarily displaced nobles
location of many contraptions and relics.
and those whose main estates lie outside the city walls. 14. Iron Throne Tower. Seat of power for the defunct Iron
As its name suggests, the Ducal Palace has been built Throne mercantile house, now a meeting place for the
to emulate the residences of more conventional royalty, Raven Circle.
complete with heavily fortified walls and high towers. 15. Jopalin’s. Café.
16. Krammoch Arkhstaff ’s House. Home to the Arkhstaff
The Flaming Fist family of sages.
17. Lady’s Hall. Temple dedicated to Tymora.
Founded in 1345 by Duke Eltan in Baldur’s Gate,
18. Low Lantern. A tavern built into a sailing ship.
the Flaming Fist Mercenary Company continues to 19. Many Coins. Money exchange.
maintain both its headquarters and a strong presence 20. Ramazith’s Tower. Tallest building in the city and
within the city. What began as a consolidation of currently occupied by a wizard named Lorroakan.
multiple local mercenary groups has quickly grown over 21. Rose Portal. Shrine to Lathander.
the decades to a force of several thousand soldiers. 22. Sea Tower of Balduran. Flaming Fist fortress and prison.
The rise of the Flaming Fist indeed resulted in re- 23. Smiling Boar. High end restaurant run by halflings.
duced crime in Baldur’s Gate and had the unexpected 24. Sorcerous Sundries. A magical shop run by the Red Wizards.
consequence of the city becoming a significant military 25. Guild hall. Location of Baldur’s Gate’s thieves’ guild.
26. Three Old Kegs. Famed as one of the best inns in Faerûn.
power. The company continues to receive regular pay-
27. Unrolling Scroll. Shrine to Oghma.
ment from the Dukes, as well as a portion of taxes col-
28. Watchful Shield. Temple to Helm.
lected from the harbor and at Wyrm’s Crossing. 29. Water Queen’s House. Temple to Umberlee.
In addition to the city itself, Flaming Fist patrols en- 30. The Wide. The largest market in the city.
force law in the immediate area surrounding Baldur’s
Chapter 1 | Hometowns
16
Chapter 1 | Hometowns
17
Gate, particularly in larger settlements like Beregost discovered far-west continent of Maztica. Similar out-
and the Friendly Arm Inn. However, their reach largely posts have been founded in Anchorome and Chult.
ends before Nashkel, which hosts an increasingly strong The Flaming Fist is run like an army. Every group of
Amnian military presence. five fists is led by a manip and a flame. Manips are vet-
One of the Flaming Fist’s most notable accomplish- eran soldiers who have risen through the ranks while
ments was the defeat of Akbet-Khrul, a brutal pirate lord flames are trained knights from a noble or mercantile
who had terrorized the coast. In this campaign, they family. A blaze is put in command of a fort or a mission.
aided the Golden Legion, a similar mercenary company The marshal commands the entire Flaming Fist.
located in Amn. However, despite working with Amnian
mercenaries, the Flaming Fist’s rivalry with Amn as a Encounters
whole has always caused tension between Baldur’s Gate This is a table of enemies or monsters that an
and its southern neighbor. adventurer might come across while in Baldur’s Gate or
While the Gate prides itself in remaining political- in the surrounding regions.
ly neutral in external conflicts, its de facto army and
police force does not have the same policy. For enough Random Encounters in Baldur’s Gate
coin, the Flaming Fist is occasionally hired out as mus-
cle for a foreign power. Examples of this include aid- d6 Encounter
ing Sembia in its defense against the Grand Army of 1 Dread doppleganger posing as a Flaming Fist captain
Tuigan. Another is their activity in Tethyr, an unstable 2 Gibberling horde erupts from burrows on the roadside
nation currently embroiled in a long civil war. Some
3 Wolfwere hunt for victims during the night
claim that agents of the Flaming Fist help to destabi-
lize governments in Faerûn so that their services are 4 Skeleton warrior hunting for its golden circlet
always sought after. 5 Hamadryad seek vengeance on human loggers
Although its headquarters in Baldur’s Gate remains 6 Bhaal cultist (assassin) looking to kill in the name
its most impressive, the Flaming Fist has built other
of her god
forts throughout Toril. In 1364, the group established
the settlement of Fort Flame on the coast of the newly
Bazaars, Fences and shops Sorcerous Sundries
This famed magical shop has had multiple owners over
Rilsa Rael (Fence) the decades. Currently it is a front for a Red Wizard
Rilsa Rael is the Guild’s fence in Little Calimshan, operation led by Edwin Odeisseron. The Red Wizards are
though she can also be found in the Guild Hall in the adept at discerning a customer’s importance (reflected in
city proper. Items are restricted by how persuasive the the required level for the item) and reserve rarer items to
customer can be with Rilsa (reflected in the Persuasion those customers who they consider influential. However,
roll). It takes a day for Rilsa to acquire the item from the a successful Deception check at DC 20 can bypass this
appropriate contact. restriction. The Red Wizards can have a purchased item
teleported from Thay within an hour.
Rilsa Rael’s Wares
Magic Items at Sorcerous Sundries
Magic Item Persuasion DC Cost
Required
Deck of illusions 12 400 gp
Magic Item Level Cost
Gloves of thievery 12 500 gp
Dust of disappearance – 100 gp
Bead of force 18 5,000 gp
Potion of growth – 100 gp
Ring of free action 18 9,000 gp
Wizard scroll (1st level) – 100 gp
Sword of life stealing 22 11,000 gp
Potion of fire breath – 150 gp
Wand of binding 22 11,000 gp
Alchemy jug – 200 gp
Elven chain 22 11,000 gp
Wizard scroll (2nd level) 5 200 gp
Mace of terror 22 12,000 gp
Bag of holding 5 500 gp
Arrow-catching shield 22 13,000 gp
Wizard scroll (3rd level) 5 800 gp
Ioun stone (reserve) 22 13,000 gp
Wizard scroll (4th level) 10 2,000 gp
Oil of etherealness 10 3,000 gp
Wizard scroll (5th level) 10 4,000 gp
Ring of protection 10 9,000 gp
Wizard scroll—Globe of Invulnerability 10 10,000 gp
Wizard scroll—True Seeing 10 10,000 gp
Wizard scroll—Magnificent Mansion 10 15,000 gp
Wand of the war mage, +3 15 40,000 gp
Chapter 1 | Hometowns
19
Suldanessellar supernaturally beautiful groves or echo with beautiful
fey song. While most of those tricked into the shadow
• Population: 250 (90% elves, 10% other) realm are younger elves from the city of Suldanessellar,
• Government: Dictatorship (Jon Irenicus) there are members of almost every race trapped in the
• Defense: Undead controlled by Jon Irenicus, elven city’s dark reflection.
wolfweres controlled by Bodhi Irenicus Those who first arrive find themselves in a place
• Commerce: None reminiscent to its real-world counterpart. Most of those
• Organizations: Order of Icarus, Raven Circle trapped in the shadow city try to recreate a semblance
• Religions: Raven Queen of a normal life. The majority of the elven population
distract themselves with music, dancing under the stars
Suldanessellar is an elven city in the Forest of Tethir and praying to the Seldarine. For some elves, the de-
ruled by Queen Ellesime. It houses the Tree of Life and spair of the place becomes too much and they either join
serves as a meeting place for all of the elvish tribes the Shadar-Kai or wander out into the Black Branches
within the Forest of Tethir, including the Elmanesse to be torn apart by the wolfweres.
elven tribe to the north and the Suldusk elven tribe to Jon and Bodhi are always looking for those who can
the south. help free them from their prison. They have founded an
Suldanessellar is all that remains of the ancient elven organization called the Order of Icarus. Members of the
kingdom of Keltormir. The elves of that ancient kingdom Order are the only ones that the siblings allow to leave
were saved from complete annihilation by the great elven their realm. Members of the Order seek out magical se-
hero Tethir—the inspiration for the name of the forest. A crets or capture learned sages or spell casters to bring
seed given to the elves by their god, Rillifane Rallathil, back to their masters. Bodhi is the one who identifies
was planted in the spot of Tethir’s death to honor him. those who might have the talents required to join the
This seed quickly grew into the Tree of Life; becoming so Order, selecting candidates from newly trapped trave-
massive its branches were able to support the treetop city lers or children who have grown up in the Shadowfell
that would eventually become Suldanessellar. and have just come of age.
In current times, Suldanessellar is still recovering The inhabitants of the real world Suldanessellar
from a tragedy that nearly destroyed it a century ago. Jon have been tormented by its dark reflection for the entire
Irenicus, a great elven wizard exiled from the city, tried century of its existence. When an elf in Suldanessellar
to use the Tree of Life to complete a ritual that would goes into their daily trance, they can communicate
transform him into a god. With the help of his sister, with the elves trapped in Jon and Bodhi’s realm. Those
Bodhi, he captured Queen Ellesime and poisoned the who have loved ones trapped in the shadow realm can
Tree of Life. Jon’s plan was thwarted when he was killed become obsessed, spending all of their time
by the Bhaalspawn, Abdel Adrian. conversing with them.
But Jon’s death didn’t bring peace to the elves of
Suldanessellar. Due to a pact with the Dark Powers
of the Shadowfell, his spirit was drawn into a dark
reflection of the treetop city. Trapped in this Domain
of Dread, Irenicus—with the help of his sister—is still
able to inflict misery on the elves of Suldanessellar
from his prison.
The Shadowfell
This dismal echo of Suldanessellar exists in the
Shadowfell. This realm is lorded over by the siblings
Jon and Bodhi Irenicus. In their version of the elven
city it is always night. The city is as beautiful as its
counterpart, except for a few places that have been
twisted to reflect the inhabitants, such as the palace
where Jon rules and the tower where Bodhi roosts.
The former House of the Horn has become a lair for
the Shadar-Kai, a twisted race of elves associated
with the Raven Queen—the dark ruler of the entire
Shadowfell. Finally, the branches on the borders of the
city are black and malformed, becoming the domain
of bloodthirsty wolfweres. The branches grow thicker
the further one travels, and only with the permission of
either Jon or Bodhi will a path open up for someone to
escape back into the real world.
Jon and Bodhi lure travelers from across the Forest of
Tethir into their cursed domain. They do this by open-
ing pathways in the forest when the moon of Selune
is at its fullest. These pathways seem to lead into
Chapter 1 | Hometowns
20
Encounters
This is a table of enemies or monsters that an
adventurer might come across while in Suldanessellar
or in the surrounding regions.
My bestselling book “Volo’s Guide to the
Random Encounters in Suldanessellar
Lands of Intrigue” has an entire chapter
d6 Encounter
devoted to the sad story of Suldanessellar.
1 Hamadryad haunt an abandoned elven house
You can find the book in any respectable
2 Sirene crazed from the influence of the Shadowfell bookshop on the Sword Coast.
3 Wolfwere hunt for victims in the Black Branches —Volo
4 Skeleton warrior seeking to punish one who has
transgressed against Jon Irenicus
5 Sword spiders hunt the outskirts
6 Vampire spawn seeking victims for Bodhi Irenicus
Chapter 1 | Hometowns
22
Random Curses
d10 Curse
1 The previous owner, a vampire, will hunt down the
purchasers in 1d4 weeks
Notable Locations 2 The item requires two attunement slots (if the
amadryad Nest. Gathering place for cursed hamadryads.
1. H item does not normally require attunement, it now
2. Harpist House. A place where elves come to listen to requires one)
beautiful music played.
3 After 2d4 days, the item disappears, returning to
3. House of the Forsaken. Asylum and prison.
4. House of the Horn. Where the Shadar-Kai and servants of the Shadar-Kai’s store
the Raven Queen congregate. 4 A commoner will find the new owner after 1d4
5. House of Icarus. Where members of the Order of Icarus weeks and explain the item was stolen from her and
stay when in Suldanessellar.
that she needs the money from selling it or else her
6. House of Silence. Where most elves come to meditate.
7. House of the Moon. A smaller temple dedicated to the family will starve
goddess Sehanine Moonbow. 5 The item is part of a game between two rakshasa.
8. House of the Talisman. Where non-elves can come to They gamble to see how long each owner of the
stay. Not an inn, but similar in purpose.
9. House of the Treekeeper. Abandoned house, often the item survives after obtaining it. Within 3d6 days
squatting ground for those lost to madness. one of the rakshasa will attempt to kill the owner
10. Palace. Where Jon Irenicus rules. 6 Within 1d6 weeks an adult gold dragon will confront
11. Queen’s Monument. A defaced state of Queen Ellesime. the new owner when she recognizes the item as
12. Temple to Rillifane. A temple to the elven god Rillifane.
13. The Black Branches. Wolfweres have set up in these twist- belonging to the lair of her recently slain child
ed black branches and ensure that no one gets far if they 7 1 week after first obtaining the item, the new owner
try to escape the cursed city. loses 4d4 from their hit point maximum until a
14. The Gazebo. A romantic place where elves try to forget greater restoration spell is cast upon the item
the reality of their situation.
15. Tower of Blood. Where Bodhi keeps residence. 8 Within 1d6 days of purchasing the item, it becomes
a normal version of its base item
9 Each day the item changes to a random color
Bazaars, Fences and shops 10 The item begins to stink after 1d4 weeks, giving
disadvantage to anyone within 10 ft. making
House of the Horn Wisdom (Perception) checks involving smell.
The Shadar-Kai sell magical items obtained from across
the Shadowfell in the House of the Horn. The Shadar House of the Moon
Kai will reveal a random magic item for each 50 gp
Elven magic items are made available to those who
donated. There is always a 25% chance that the Shadar
show proper deference to the Seldarine. This is reflected
Kai will sell an item that has a curse associated with it.
by a roll using the Religion skill.
A successful Intimidation check ensures that they do not.
Magic Items at the House of the Horn
Random Magic Items at the House of the Horn
Magic Item Religion DC Cost
Intimidation
d100 Magic Item DC Cost Potion of healing 12 30 gp
1-10 Pipes of haunting 12 500 gp Elixir of health 12 100 gp
11-20 Ring of mind shielding 12 600 gp Potion of greater healing 12 300 gp
21-30 Shortbow of warning 12 800 gp Boots of elvenkind 12 600 gp
31-40 Mariner’s plate armor 12 1,200 gp Stone of good luck (luckstone) 12 600 gp
41-50 Ring of feather falling 18 7,500 gp Boots of striding and springing 12 600 gp
51-60 Rod of the pact keeper, +2 18 9,000 gp Mithral chain mail 12 800 gp
61-67 Vicious weapon 20 10,000 gp Cloak of elvenkind 18 1,000 gp
68-74 Cloak of the bat 20 11,000 gp Mariner’s chain mail armor 18 1,000 gp
75-82 Greatsword +2 20 12,000 gp Potion of flying 18 9,000 gp
83-89 Scale mail armor of 20 12,000 gp Elven chain 22 12,000 gp
resistance (cold) Bracers of defense 22 13,000 gp
90-93 Staff of withering 22 12,000 gp Boots of levitation 22 15,000 gp
94-97 Robe of eyes 22 15,000 gp Folding boat 22 15,000 gp
98-00 Shortsword of wounding 22 20,000 gp Oathbow 24 50,000 gp
Chapter 1 | Hometowns
23
Ust Natha illithid enclave. A nearby svirfneblin village is allowed
to remain nominally independent as long as they supply
• Population: 7,500 (80% drow, 5% quaggoth, a quota of slaves each year. The largest danger to Ust
5% svirfneblin, 10% other) Natha is a recently awakened nest of phaerimm, located
• Government: Matriarchy/Theocracy (high priestess several miles beneath the city itself.
of Lolth) The city is controlled by several competing drow
• Defense: Drow supported by quaggoth houses, the most powerful of which is the Despana fam-
• Commerce: Fresh water, poisons, mushrooms, ily. While a majority of the city’s population are drow, in
Netherese artifacts, slaves recent decades the city has allowed a large contingent
• Organizations: Adventurer’s Guild, Shadow Thieves of foreigners to take residence. This has been at the be-
• Religions: Lolth hest of Phaere Despana, who seeks to raise the fortunes
of her house by creating a place within the Underdark
Ust Natha is a drow city located in the Middledark of the where surface traders feel relatively safe. Organizations
Underdark. Its location corresponds with the southwestern such as the Shadow Thieves and Zhentarim now have
border of Amn and Tethyr on the surface world. The city permanent trading establishments within the city. In ad-
is small, existing entirely within a single large cavern dition to the drow population and surface traders, there
with most of its living areas built inside of hollowed are thousands of quaggoth and svirfneblin slaves that
out stalagmites. Despite its size, it has become a major support the drow houses, and even a few Illithid and
trading hub between the drow and other races. The city aboleth envoys can be found within the city.
also has historical significance for the drow, as legends
claim that Ust Natha is located close to the surface caves House Despana
where the Ilythiiri dark elves were forced to retreat after • Matron Mother: Phaere Despana
losing the fourth Crown war. After many generations, • Patron: Qilue Despana
these Ilythiri refugees evolved into the modern day drow. • Head Wizard: Malavon Despana
Ust Natha must contend with several other Underdark • Weapon Master: Chalinthra Despana
settlements in the region, including a kuo-toa city and an
House Despana is a drow noble house with branches in
many drow cities of the Underdark. The largest branch Carcerus
is located in Ust Natha, but there are about a half-dozen This prison is used not only by Ust Natha, but by other drow
other branches, including a small house in the city cities such as Rilauven and Guallidurth; even non-drow cities
of Menzoberranzan. The house is headed by Matron such as the nearby dwarven city of Iltkazar use the prison on
Mother Phaere Despana, who killed her mother to take occasion for their worst criminals. It is considered by most
over the house more than a century ago. She is aided by Underdark denizens as unescapable and being consigned to
a powerful archmage named Malavon, who joined her a the prison a fate worse than death. The reason for this is that
few years ago when his branch of Despana was forced it is run by demodands from the infernal plane of Carceri.
out of the drow city of Rilauven. A portal to the plane of Carceri is even located in its lower
depths. Some of the prisoners rumored to be held in the pris-
Encounters on include powerful drider, rogue illithid such as Alhoon and
even a few specimens of phaerrim. Worst of all, some believe
This is a table of enemies or monsters that an that the demodands keep a small number of bebilith that
adventurer might come across while in Ust Natha or in they have tortured into serving their needs. These spider-like
the surrounding regions. creatures can unerringly pursue escaped prisoners anywhere
across Faerûn.
Random encounters in Ust Natha
d6 Encounter
1 Achaierai band hunting for vengeance Bazaars, Fences and shops
2 Demodands pursuing an escaped prisoner
3 Phaerimm seeking victims to experiment upon Trade Center
While not as large as Waukeen’s Promenade in
4 Deep Spiders in service of house Despana
Athkatla, Ust Natha’s trade center has a range of
5 Drow war band diverse items from across the surface world and the
6 Aboleth in water filled crystal bowl carried by Underdark. Some items can always be found at the
four chuul market. A customer can also spend 100 gp to get a roll
on the rare item chart. They may roll a maximum of 5
times per day.
Chapter 1 | Hometowns
25
Random Rare Magic Items at the Trade Center
d100 Magic Item Cost
g
1-10 Spell scroll (3rd level) 300 gp
Me and Boo had help writin us
de
11-20 Potion of greater healing 400 gp
this chapter. Our helper ma name
21-25 Medallion of thoughts 600 gp promise never to revea l he r
elation
26-30 Ring of mind shielding 700 gp to the world, for such a revn.
31-40 Adamantine plate 2,000 gp might damage her reputa tio
t
41-45 Dimensional shackles 3,000 gp Boo wa s adamant that we no dn’t
46-55 Spell scroll (4th level) 6,500 gp hurt her good name, for ha r
she suf fered enough? Wa s he
56-60 Weapon, +2—any simple or 9,000 gp el
martial (ranged) goddess, Shar, not a most cru d shiny
61-65 Mantle of spell resistance 12,000 gp mistress? Did the bright an es
66-70 Weapon, +2—any martial 12,500 gp
sun not hurt her dark elf ey hand
every day? Boo and I shook other
and paw and swore to each
71-75 Wand of lightning bolts 15,000 gp
76-80 Periapt of proof against poison 20,000 gp
to never reveal her identity.
81-85 Shield, +3 30,000 gp
86-89 Splint armor, +2 40,000 gp MINSC & BOO!
90-91 Weapon +3—heavy crossbow, rapier 60,000 gp
or morningstar
92-93 Rapier, +3 60,000 gp
94-95 Morningstar, +3 60,000 gp
96-00 Rod of the pact keeper, +3 60,000 gp
Notable Locations
Aboleth Bowl 1. Aboleth Bowl. An aquatic building where visiting
The most powerful items can be found at the aboleth Aboleth stay.
bowl. The aboleth deal in ancient artifacts from 2. Achaierai Pen. Captured achaierai are brought here.
civilizations long dead but dealing with them can be 3. Bazaar. Where all trade is done.
dangerous. The wealthier the customer (as displayed 4. Carcerus. A portal to Carceri and demodand guards
by the price of an item they want to purchase), the more makes this the perfect prison for the Underdark’s most
likely the aboleth will simply try to take control of the dangerous criminals.
customer and make them a slave. An intimidation roll is 5. Discourteous Dryad. A tavern run by the Adventurer’s
required to make the aboleth back down. A failed check Guild and the only place truly safe for surface dwellers in
Ust Natha.
means that 1d4 aboleth and one chuul per customer
6. Duergar’s Demise. A shop that sells illicit goods and also
will attack. acts as a fence run by the Shadow Thieves.
7. Female Fighter Society. Where female drow are taught.
Magic Items at the Aboleth Bowl 8. House Claddath. A house with ties to the drow city of
Intimidation Ched Nasad.
Magic Item DC Cost 9. House Despana. The most powerful drow house in
Ust Natha.
Oil of slipperiness 12 200 gp
10. House Jae’llat. One of Ust Natha’s founding houses.
Periapt of wound closure 12 500 gp 11. Malavon’s Tower. The home of Malavon Despana and
Wand of magic detection 18 1,200 gp where drow wizards are taught.
12. Male Fighter Society. Where male drow are taught as
Staff of swarming insects 18 9,000 gp warriors.
Ring of evasion 22 12,000 gp 13. Rothe Pens. Where herds of rothe are kept for future
consumption.
Nolzur’s marvelous pigments 22 32,500 gp
14. Temple to Lolth. The largest building in Ust Natha.
Amulet of the planes 22 35,000 gp 15. Woolanth. Small library and one of the largest collections
Horn of valhalla (bronze) 24 40,000 gp of knowledge on Netheril in Faerûn, including books that
detail the location of phaerimm prison cysts.
Efreeti bottle 24 45,000 gp
Ioun stone (fortitude) 24 50,000 gp
Tome of leadership and influence 24 55,000 gp
Ring of regeneration 24 60,000 gp
Cloak of invisibility 26 150,000 gp
Chapter 1 | Hometowns
26
Chapter 1 | Hometowns
27
Chapter 2
Group Patrons
here are ten group patrons in this rarely discussed in detail, but many adventurers turn to
chapter. Each of the group patrons includes drinking, drugs, gambling, and other vices in a desper-
two characters that are contacts for the player ate attempt to drown out the trauma of what they have
characters. If you aren’t using a group patron witnessed. However, this dark underbelly of the adven-
then you can use the characters as extra villains turer’s life is rarely discussed. The Guild prefers to cele-
or even henchmen for your campaign villain. brate its rare successes—the icons, legends and heroes
You can allow your players to use the stores and that inspire the dream in fresh new recruits.
other benefits of an unused group patron, but a good
rule of thumb is to increase the cost by 150%. Adventurer’s Guild Operatives
The Adventurer’s Guild doesn’t really have operatives so
much as it has roles.
Cartographer. Every adventuring band needs some-
one who maps out the dungeons, ruins and tombs.
There is no point finding the treasure if you can’t find
your way back out.
Zoologist. Unless an adventuring band wants to get
slaughtered, someone has to keep up to date on the
strengths and weaknesses of monsters that might be
encountered.
Historian. History can help an adventuring band
avoid repeating the mistakes of their predecessors… like
waltzing into the den of a demi-lich.
Adventurer’s Faceman. This is the role that youths across Faerûn
dream of becoming: the leader of the band; the iconic
Guild hero. These are the poster children for the Guild; the
ones who will have beautiful men and women waiting
Your group belongs to the Adventurer’s Guild, a loose for them in every town, eager to spend even one night
organization that supports those courageous—or with a living legend.
foolhardy—enough to pick up the professional mantle
of adventuring. Adventurer’s Guild Quests
Adventurers are a varied lot, ranging from less scru- Adventurers are experts at venturing into the unknown.
pulous bounty hunters, mercenaries and treasure hunt-
ers to more altruistic archeologists and explorers. But Random Quests From the Adventurer’s Guild
they share a common bond—all are thrill seekers who d6 Quest
live luxuriously off the spoils they find in monster infest-
1 Monster Hunter. You take missions to hunt down
ed ruins and dungeons… assuming they continue to live.
The Adventurer’s Guild actively recruits young men and capture or kill monsters
and women to join their ranks by extoling the glamor- 2 Archaeologist. You track down ancient treasures
ous adventurer lifestyle: the gold and riches, the fame, of historical significance and bring them back to
and the groupies. Wide eyed neophytes—blinded by museums
promises of extravagant rewards and lavish lifestyles–
3 Treasure Hunter. You purchase treasure maps to
are quick to sign up. But those who actually achieve
dungeons, tombs and ruins that haven’t yet been
the dream of wealth and fame are few and far between.
Most adventurers toil in obscurity, scrabbling to make plundered
ends meet as they chase that elusive “big score” that will 4 Mercenaries. You hire out to anyone who needs the
vault them into the upper echelons of the Guild. unique set of skills that your group provides. As
For those lucky or talented enough to forge their own long as the money is good
legends, the rewards are truly magnificent: fame and 5 Surveyor. You go into and map unexplored lands for
adulation, not to mention wealth to rival that of any mer-
kingdoms and city states
chant or monarch. Yet even those that achieve success
are often plagued by metaphorical (and sometimes liter- 6 Zoology. You seek out monsters to research and
al!) demons. The horrors they face on a regular basis are write about
Cornelius Watson Cantrips (at will): fire bolt, light, mage hand, prestidigitation,
Medium humanoid (human), neutral good shocking grasp
1st level (4 slots): detect magic*, identify, mage armor,
Armor Class. 12 (15 with mage armor) magic missile
Hit Points. 99 (18d8 + 18) 2nd level (3 slots): detect thoughts, locate object*,
Speed. 30 ft. mirror image, misty step
3rd level (3 slots): clairvoyance*, counterspell, fireball
STR DEX CON INT WIS CHA 4th level (3 slots): arcane eye*, banishment
10 (+0) 14 (+2) 12 (+1) 20 (+5) 15 (+2) 16 (+3) 5th level (3 slots): rary’s telepathic bond*, scrying*,
wall of force
Saving Throws Int +9, Wis +6 6th level (1 slot): true seeing*
Skills Arcana +13, History +13, Investigation +13, 7th level (1 slot): teleport
Perception +6 8th level (1 slot): mind blank
Damage Resistances damage from spells 9th level (1 slot): foresight*
Senses passive Perception 16 * Divination spell of 1st level or higher.
Languages Celestial, Common, Dwarvish, Gnomish,
Halfling, Infernal Portent. (Recharges after Cornelius Watson Casts a Divina-
Challenge 12 (8,400 XP) tion Spell of 1st Level or Higher.) When Cornelius Watson
or a creature he can see makes an attack roll, a saving
throw, or an ability check, Cornelius Watson can roll a d20
Magic Resistance. Cornelius Watson has advantage on sav- and choose to use this roll in place of the attack roll, saving
ing throws against spells and other magical effects. throw, or ability check.
Spellcasting. Cornelius Watson is an 18th-level spellcaster. Actions
His spellcasting ability is Intelligence (spell save DC 17, +9
to hit with spell attacks). Cornelius Watson has the follow- Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft.
ing wizard spells prepared: or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Flimp as a Contact Battle Smith. Flimp uses his Intelligence modifier for attack
and damage rolls with his weapons.
Flimp is the primary contact for members of the
Adventurer’s Guild at low levels. Flimp can use his Spellcasting. Flimp is a 14th-level spellcaster. His spellcasting
planar ship, the Kraken’s Folly, to take adventurers to ability is Intelligence (spell save DC 16, +8 to hit with spell
many exotic locations. attacks). Flimp has the following artificer spells prepared:
Candlekeep Quests
Quests usually revolve around tracking down ancient
knowledge and relics.
Candlekeep Operatives
Candlekeep Perks
Avowed. The Avowed are the guardians and serv-
ants of Candlekeep. You take orders from the Keeper Compensation. Candlekeep pays each of you a sal-
of the Tomes. ary of 1 gp per day. They also provide lodgings within
• Classes: Barbarians, Clerics (Nature Domain), Druids, Candlekeep itself that allows you to live a modest lifestyle.
Monks, Paladins (Oath of the Ancients) Rangers Bounty. You receive 250 gp as a reward for any
spell book, magic item or unique book that you give to
Watchers. The Watchers are sworn to protect the li- Candlekeep.
brary and its contents. Envoy Status. Each member of your group has official
• Classes: Bards, Clerics (non-Nature Domain), documents proclaiming you as envoys from Candlekeep.
Fighters, Rogues In most cities and towns of the Sword Coast this gives
you a special status that grants access to areas (such as
Professor. These are the researchers and teachers of
ruins or tombs) that are normally forbidden.
Candlekeep. You seek to add to the knowledge stored in
Research. You can delegate the task of research-
the library. You report to the First Reader.
ing lore to a research assistant at Candlekeep. This
• Classes: Artificers, Sorcerers, Warlocks, Wizards
is the downtime activity described in the Player’s
Handbook. You must pay for any expenses that are re-
quired by the research.
It’s common knowledge that Candlekeep keeps at least one copy of every one
of my world-famous books. They even have a copy of my book that has been
banned in twenty different cities—the infamous “Volo’s Complete Guide to
the Behavior of Nymphs”.
—Volo
most things, includ ree on Hand Crossbow. Ranged Weapon Attack: +8 to hit, range
Red Wizards need ing that 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
their big, stupid brto have Reactions
right up their back ains kicked
side s. Disrupt Spell. When a creature within 5 feet of Valygar casts
a spell, he can use his reaction to make a melee weapon
MINSC & BOO! attack against that creature.
Allies. The Church of Sune works closely with the Religious Relics from the Church of Sune
Order of the Gauntlet and the Lord’s Alliance. Often,
Religious Required
members of these organizations might work directly
Religious Relics Service Level Cost
with the church.
Gem of brightness None – 600 gp
Church of Sune Enemies Pearl of power Required 5 600 gp
The ugliness of Baalzebul is especially abhorrent to Periapt of wound closure Required 5 500 gp
Sune. She hates that the archdevil was formerly Triel, Ring of Warmth None 5 100 gp
one of the most beautiful angels to be found on Mount
Celestia. The Church of Sune also despises Ssendam, Wind fan None 5 100 gp
as the Slaad lord’s insanity and ugliness is a danger to Amulet of health Required 10 4,000 gp
the structure of the civilized world. Gem of seeing Required 10 18,000 gp
Sune supports efforts to vanquish powerful armies
Glamoured leather armor None 10 5,000 gp
that threaten the stability of the civilized world. This
includes orc hordes, hobgoblin empires, frost giant raid- Ioun stone (awareness) Required 10 6,000 gp
ers, the Red Wizards of Thay, the Cult of the Dragon Ioun stone (sustenance) Required 10 6,000 gp
and other similar threats. Mace of disruption Required 10 10,000 gp
Sune also detests the ugliness of the undead, espe-
cially the rotting dead such as zombies, ghouls, mum- Necklace of prayer beads None 10 10,000 gp
mies and liches. Ring of x-ray vision Required 10 4,000 gp
Staff of charming None 10 8,000 gp
Church of Sune Quests Staff of healing Required 10 10,000 gp
The Church of Sune is focused on spreading civilization
Ioun stone (leadership) None 15 30,000 gp
to all corners of the world.
Rod of security Required 15 30,000 gp
Random Quests from The Church of Sune Tome of leadership None 15 40,000 gp
d6 Quest and influence
1 Musical Prodigy. Rescue a musical prodigy who has
Required Religious Service
been taken prisoner by a goblin or orc war band
d20 Religious Service
2 Architect. Escort a famed architect to a far-off town
where he is to set down the foundations of a new 1-4 Seduce an important noble’s daughter/son
temple to Sune 5-8 Restore a desecrated shrine of Sune
3 Necromancers. Hunt down a band of 9-12 Destroy a necromancer who has been raising an
necromancers who have been vandalizing beautiful army of dead
monuments and terrorizing artists 13-15 Stamp out a potential warlord
4 Cult. Root out and destroy a cult devoted to an 16-19 Protect a young and powerful noble in the Lord’s
infernal lord that is especially abhorrent to Sune Alliance who has recently converted to Sune.
5 Warlord. Assassinate a powerful warlord who leads Assassins have targeted the noble
an alliance of orcs, hobgoblins and giants 20 Vanquish a powerful foe of the Church
6 Siege Breaker. Break the siege of an important town
by destroying the siege equipment of the enemy force
Flametongue. Melee Weapon Attack: +8 to hit, reach 5 ft., Spell scroll (4)—death ward, 5 2,500 gp
one target. Hit: 11 (2d6 + 4) slashing damage plus 7 (2d6) fabricate, guardian of faith,
fire damage. mordenkainen’s private sanctum
Spell scroll (5)—commune, 5 5,000 gp
Heavy Crossbow. Ranged Weapon Attack: +5 to hit, range
creation, hallow, raise dead, seeming
100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.
Reactions
Vengeance. When Tiberius Inuus is hit by an attack he can The Inuus brothers have agreed to be
utter an oath of vengeance against the creature that made patrons for a new book that I intend to
the attack. He gains advantage on attack rolls against that title “Volo’s Guide to Faerûn’s Faiths”.
creature for 1 minute or until it drops to 0 hit points or The Church of Sune is to have the
falls unconscious. largest chapter of course.
—Volo
Enclave
1 Logging Camp. Raid a hobgoblin logging camp
2 Spider Nest. Clear out a den of sword spiders and
giant spiders that have infested a forest
An organization devoted to protecting the natural
world, the Emerald Enclave allows those of any race or 3 Inferno. Help to put out a forest fire by destroying
profession to join their ranks. The Emerald Enclave is the efreet who is keeping it going
opposed to everything that is unnatural and destructive 4 Snake Men. Destroy the nest of yuan-ti that is
toward nature. This includes elemental evil, the undead, poisoning the headwater of a major river
demonic forces and abominations from the Far Realm.
5 Shadow Druid. Capture the shadow druid who is
While members are not opposed to civilization, they
terrorizing a town with his charmed animals
do strive to preserve a balance between nature and
the civilized world. Often, the Emerald Enclave will 6 Alkilith. Close a portal to the abyss that is
come to the defense of a town or city when it comes corrupting a beautiful mountain valley
under the threat of powerful elemental forces or oth-
erworldly invaders.
The Emerald Enclave is very loosely organized, with
small cells across the world. Individual members are en-
couraged to be self-reliant.
The beliefs of the Enclave are as follows:
• Preserve the natural order of the world.
• Seek out and destroy unnatural forces that
threaten nature.
• Strive to help the civilized world and the natural
world exist in balance.
Emerald Enclave Perks Secret Trails. The Emerald Enclave knows of secret
trails that lead to wondrous natural locations within
Druidic Service. The Emerald Enclave can send a Faerûn. Some trails lead to beautiful wild lands in the
druid to assist your group when needed. You must be in outer planes or on other worlds. These trails can be
the wilderness and it takes 24 hours before a druid ar- found in any of Faerûn’s forests. After walking the trail
rives. The druid is able to cast any spell of up to 3rd level. for 8 hours you will arrive at your destination. However,
These spells are cast without cost, however any material there is a 1 in 4 chance that you will run across one
components must be paid for. of the dangers of the trail. There is no cost to learn-
Proficiencies. Each member of your party gains pro- ing these trails, but your contact must feel that you are
ficiency in the Survival skill, if the character doesn’t al- ready before they will teach you how to access it.
ready have it.
Kivan the Grim Kivan as a Contact
Kivan is a highly skilled elven ranger, equally proficient Kivan is the primary contact for members of the Emerald
in archery and melee combat. In his youth, Kivan was Enclave at low levels. Kivan can connect you with an
driven to avenge the death of his wife, Deheriana. He animal or plant companion for a short duration. Your
channeled that anger by serving the shadow druid group can only have one of these companions at a time.
Faldorn in various raids against towns and villages on Once the companion has helped you for a 24-hour period
the borders of civilization. But this anger was quelled you can make an Animal Handling, Nature or Persuasion
when he met his future husband, the druid Cernd of check (depending on the creature) to convince them to
the Emerald Enclave. He left Faldorn and joined the stay with you for another 24 hours. Each time you make
Emerald Enclave. this check it increases by 1. If the companion dies while
While life was good for many decades, his past helping you, you can never gain the aid of that type of
eventually caught up with him. Faldorn joined the creature again. If the companion leaves your service
Emerald Enclave and quickly rose through the ranks without dying, then you can ask Kivan for another
to become one of the Enclave’s Hierophants. She has companion after one month has passed.
been positioning herself to take one of the three spots
in the Elder Circle—the three highest members of the Animal and Plant Companions via Kivan
Emerald Enclave. Magical Plant and Required
Kivan is torn on what to do. He knows that Faldorn Animal Companion Level Skill Check
is secretly a shadow druid, but if he were to expose Overly enthusiastic 1 DC 15 Animal Handling
her, she would expose him as well. He would lose blink dog
everything—the friends he has made, his position in the
Enclave, but most of all the love of his husband, Cernd. Sulky needle blight 1 DC 15 Nature
Cernd has long battled against what he views as the cor- Air headed satyr 3 DC 15 Persuasion
ruption of the shadow druids. Prankster vine blight 3 DC 15 Nature
Kivan is a blunt and taciturn elf who values bravery
Sarcastic dryad 5 DC 15 Persuasion
and skill in battle above all other qualities. He tirelessly
hones his skills as a tracker and warrior. Awakened tree with 7 DC 20 Nature
confusing wisdom
Doom and gloom 7 DC 20 Persuasion
hamadryad
Flaming Fist is under siege by the Flaming Fist. You must help
break the siege by opening the main gate, blowing a
hole in the city wall or some other means
The Flaming Fist is a powerful mercenary company
based in the city of Baldur’s Gate. They are the most 3 Scout. You must scout out an enemy army and
famous mercenary company in Faerûn and many determine their numbers, access to magic,
consider them the most powerful military force on the monstrous allies, etc.
Sword Coast. Their leaders are primarily driven by the 4 Destabilize. You are to foment tensions in a region
accumulation of wealth and glory. Some members have
so that war is more likely
more altruistic motivations such as bringing peace to
the cities and towns of the Sword Coast. 5 Extraction. You must rescue a Flaming Fist agent or
The Flaming Fist is Baldur’s Gate’s army and pro- prisoners of war
vides law enforcement to the city and the surrounding 6 Defense. You are to defend a bridge or other choke
area. In addition, the Flaming Fist has forts and castles point against a large warband of orcs
across the Sword Coast and even further in order to
extend its power and reach. The Fist has established a
presence in places as far as the jungles of Chult and the
Flaming Fist Perks
continents of Maztica, and Anchorome. Rank. The perks of the Flaming Fist are often deter-
The Flaming Fist is run like an army. Every group of mined by rank. Rank can be something that is earned
five fists is led by a manip and a flame. Manips are vet- over the course of the campaign (as determined by the
eran soldiers who have risen through the ranks while DM) or it can be granted according to your level. Only one
flames are trained knights from a noble or mercantile person in the Flaming Fist can be the rank of Marshal.
family. A blaze is put in command of a fort or a mission.
The marshal commands the entire Flaming Fist. Flaming Fist Ranks
Rank Equivalent Level
Flaming Fist Operatives Fist Common soldier 1
Scout. You are a scout for the Flaming Fist, tasked
Manip Sergeant 2
with ensuring the path for an army is free of danger. You
are often sent to explore new regions that might support Flame Captain 5
a future fort or castle. Blaze General 8
• Classes: Barbarian, Druid, Monk, Ranger, Rogue Marshal Commander of the Flaming Fist 12
Agent. You are often used as envoys or negotiators
by the Flaming Fist, but also sometimes as a spy or Armory. You can purchase nonmagical weapons and
infiltrator. armor at a 20 percent discount at a facility associated
• Classes: Bard, Sorcerer, Warlock, Wizard with your military force. You can also purchase certain
magic weapons and armor.
Soldier. You are one of the fighting men and women Castles and Forts. You have access to all castles and
that make up the bulk of the Flaming Fist. forts of the Flaming Fist. You receive free room and
• Classes: Artificer, Cleric, Fighter, Paladin board in these locations.
Legal Immunity. You have a degree of immunity
Flaming Fist Enemies from the law while within Baldur’s Gate or in any of the
The Flaming Fist is often in conflict with the Shadow nearby settlements. However, heinous crimes such as
Thieves, due to that organization’s association with murder and rape will result in the death penalty, to be
Amn, Baldur’s Gate’s greatest rival. They are also in carried out by the Flaming Fist itself.
competition with the Zhentarim, another organization Missions. Once per month the Flaming Fist gives
that hires out mercenary armies. your group a mission to perform. This mission takes
precedence over all other activities. If completed, the
group can roll on the Treasure Horde: Challenge 0-4 in
the DMG for their reward.
Land Grants. As a member of the Flaming Fist, you Flaming Fist Land Grants
are entitled to receive land grants and fortifications
Required Monthly
(such as forts and castles). A donation must be given to
Land Grant Rank Upkeep Cost Donation
the Flaming Fist for the land grant. The Flaming Fist
garrisons the fortification and helps cover part of the Fortified Tower Flame 5 gp 5,000 gp
cost of paying the garrison. The land and fortifications Fort Flame 10 gp 10,000 gp
are considered your owned property, but if you were Keep Blaze 20 gp 25,000 gp
to ever leave the Flaming Fist, they might try to retake
the property depending on the manner of your depar- Castle Marshal 100 gp 100,000 gp
ture. If you fail to pay your portion of the upkeep costs
for more than 6 months, the Flaming Fist will take
ownership as recompense.
Reactions
Parry. Nauk adds 4 to his AC against one melee attack that
would hit him. To do so, Nauk must see the attacker and be
wielding a melee weapon.
Borivik Windheim Nimble Escape. Borivik can take the Disengage or Hide
Medium humanoid (human), neutral good action as a bonus action on each of his turns
Jaheira becomes available as a contact for the Harpers Cantrips (at will): druidcraft, poison spray, produce flame,
at 9th level. Jaheira can put you in contact with a shillelagh
powerful Harper ally. These allies can come to your 1st level (4 slots): entangle, longstrider, speak with animals,
aid in a time of need. The cost is a magic item that thunderwave
Jaheira enchants. When you require assistance, you may 2nd level (3 slots): animal messenger, barkskin
read the magical rune and your item will vanish to be 3rd level (3 slots): conjure animals, water breathing
replaced by a powerful ally who will fight by your side 4th level (3 slots): dominate beast, locate creature, stoneskin,
for one hour. wall of fire
5th level (3 slots): commune with nature, mass cure wounds,
Allies via Jaheira tree stride
Required 6th level (1 slot): heal, heroes’ feast, sunbeam
Ally Level Magic Item Sacrifice 7th level (1 slot): fire storm
8th level (1 slot): animal shapes
Mage, unicorn or Vellin 9 Uncommon Boots,
(see entry in on next page) Cloak, Ring, Rod, Staff, Actions
Wand or Weapon
Multiattack. Jaheira makes two attacks with her quarterstaff.
Assassin (named Arylin 12 Uncommon Boots,
Moonblade), young silver Cloak, Ring, Rod, Staff, Quarterstaff. Melee Weapon Attack: +7 to hit (+10 to hit with
dragon or deva Wand or Weapon shillelagh), reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning
Archmage (named either 14 Rare Boots, Cloak, damage, or 6 (1d8 + 2) bludgeoning damage if wielded with
two hands or 9 (1d8 + 5) bludgeoning damage with shillelagh.
alustriel silverhand, Ring, Rod, Staff,
Elminster Aumar or laeral Wand or Weapon Mighty Summons (1/Day). Jaheira casts the spell conjure
silverhand), adult brass animals using a 7th level slot. She can choose to summon
dragon or Jaheira three CR 2 beasts or six CR 1 beasts. All summoned beasts
Planetar 16 Rare Boots, Cloak, have maximum hit points. The damage from the sum-
moned beasts natural weapons are considered magical
Ring, Rod, Staff,
for the purpose of overcoming immunity and resistance to
Wand or Weapon
nonmagical attacks and damage.
l!
FR IE ND SH IP, AND the sound of steel on stee r
COURAGE, e fight fo
ese are the stuf f of all great adventures. Thes get tough,
Th work, but when the tim
justice is hard, sweaty
the tough get hamsters! MINSC
Knights of d6
1
Quest
Relic of Bahamut. Track down an ancient relic
Bahamut 2
blessed by Bahamut
Dragon Egg. Steal a dragon egg from a chromatic
The Knights of Bahamut are an ancient order founded dragon that raided the nest of a metallic dragon
with the assistance of the elder draconic entity called 3 Recovery. Recover dragon eggs from the lair of a
Bahamut. They were famed for bonding with some recently slain metallic dragon
of the most powerful and beautiful creatures in the
4 Pearls. Loot a horde of pearls from the bottom of
multiverse—metallic dragons. Legends tell of how a
the ocean to give to an ancient gold dragon as a gift
single knight was capable of turning the tide of an entire
(pearls are a food delicacy to such beings)
battle or breaking the siege of a city. But the Knights of
Bahamut were short lived, lasting only a few decades 5 Assault. Join an adult bronze dragon in an assault
before being exterminated by their enemies. That was a against a castle ruled by goblinoids and devils
thousand years ago. 6 Silver Dragon. Accompany an adult silver dragon into
The last surviving knight, a half-elf named Suldil, the Anauroch desert to investigate Netherese ruins
wishes to bring back the ancient Order. The Oath of
Bahamut is the sacred rite that bonds a mortal and a
dragon together. In order for the sacred rite to work, it Knights of Bahamut Perks
must be blessed by Bahamut. Thus, the first task of the Expenses. Suldil has access to a great deal of
fledgling knight is to gain Bahamut’s favor. After that, wealth and is willing to reimburse you for expenses
metallic dragon eggs must be found. They cannot be sto- incurred as you try to rebuild the Knights of Bahamut.
len from their parents. Only eggs that have not been sto- She pays for any nonmagical equipment and basic ser-
len and whose parents are dead are considered viable. vices that you require.
Luxury. Suldil allows you to stay at her estate for as
Build a Group Patron long as you wish. While at her estate you maintain an
Unlike the other Group Patrons in this book, the Knights of aristocratic lifestyle for no cost.
Bahamut doesn’t exist yet as a functioning organization. It is Dragon Eggs. Suldil is willing to grant a dragon egg
the job of you and your party members to build the Knights to someone that she feels is worthy. The recipient must
of Bahamut into a powerful organization. exchange a magic item for the dragon egg.
Minsc and Boo! a berserker fury. While in this berserking fury Minsc gains
Medium humanoid (human), neutral good the following advantages:
• Minsc has advantage on Strength checks and Strength
Armor Class. 13 (studded leather) saving throws.
Hit Points. 136 (16d8 + 64) • Minsc gains a +4 bonus to the damage rolls when using a
Speed. 30 ft. melee weapon.
• Minsc has resistance to bludgeoning, piercing, and slash-
STR DEX CON INT WIS CHA ing damage.
20 (+5) 12 (+1) 18 (+4) 10 (+0) 10 (+0) 10 (+0)
• Minsc can make a single melee weapon attack as a bonus
action on each of his turns.
Saving Throws Str +9, Con +8 • Minsc can’t be charmed or frightened while raging.
Skills Athletics +9, Perception +4, Survival +8 If Minsc is charmed or frightened when he enters his
Senses passive Perception 14 berserking fury, the effect is suspended for the duration
Languages Common, Sylvan of the rage
Challenge 10 (5,900 XP) • If Minsc drops to 0 hit points while in a berserking fury
and doesn’t die outright, he can make a DC 10 Constitu-
Reckless. At the start of his turn, Minsc can gain advantage on tion saving throw. If he succeeds, he drops to 1 hit point
all melee weapon attack rolls during that turn, but attack rolls instead. Each time he uses this feature after the first, the
against him have advantage until the start of his next turn. DC increases by 5. After 24 hours, the DC resets to 10.
Favored Enemy. Minsc’s favored enemy is evil. When he hits Actions
an evil creature with a melee attack he deals an additional
1d6 slashing damage. Multiattack. Minsc makes two melee attacks.
Boo, The Miniature Giant Space Hamster. Boo is Minsc’s Great Sword. Melee Weapon Attack: +9 to hit, reach 5 ft.,
animal companion. Boo is a miniature giant space hamster one target. Hit: 12 (2d6 + 5) slashing damage
and has the statistics of a rat.
Go for the eyes Boo. Boo is a miniature giant space Reactions
hamster and has the statistics of a rat. As a bonus action, Run, Boo, run!. If Boo take damage, Minsc can choose to
Minsc can talk to Boo and gain the inspiration to go into take the damage instead.
Icarus Enemies
Jon and Bodhi despise the Harpers due to that
organization’s aid to Abdel Adrian in bringing about
their downfall. Queen Ellesime of Suldanessellar is
also an enemy, though Jon has conflicted emotions
about her.
Van Richten might think he has the market cornered on books about the
undead, but he’d be wrong. I’ve done a great deal of research on vampires,
which you can read about in my upcoming book “Volo’s Guide to Spirits
and Specters”. Then you can judge who is the expert about undead.
—Volo
The Raven Circle is a secret sect devoted to the enigmatic Raven Circle Quests
Raven Queen. The Raven Queen is a powerful entity
The Raven Circle are focused on collecting memories
that resides on the Shadowfell. She is obsessed with
from those associated with loss and tragedy.
collecting memories associated with loss and tragedy.
One of the greatest secrets of the Raven Circle is
Random Quests from the Raven Circle
their members ability to use the Shadowfell to trav-
el the world. The Shadowfell is a dark reflection or d6 Quest
“echo” of the Prime Material Plane. When first enter- 1 Vecna. Collect the memories from an archmage
ing the Shadowfell, it appears very similar to the area who is dedicated to Vecna
of the world it reflects. However, for most, the further
2 Fallen Paladin. Collect the memories of an oath
the Shadowfell is explored the more divergent from the
breaking paladin
Prime Material it will become. Soon the distorted na-
ture of the plane makes it easy to become lost. Members 3 Corrupt Despot. A powerful lord or king rules with
of the Raven Circle are able to see through these dis- an iron fist while drowning himself in drink and
tortions and can thus navigate the Shadowfell without debauchery to forget the many tragedies of his life.
losing their place in the Prime Material. This ability also Complete his fall by engineering his overthrow
means that the Circle often uses domains within the 4 Faithless Priestess. Collect the memories of a
Shadowfell as bases of operations. priestess who has lost faith in her god after the
death of her husband and children
Non-traditional Group Patron 5 Obsessed Vigilante. Capture or kill a vigilante that
The Raven Circle are not a traditionally heroic organization. A has been terrorizing a city. Collect the memories of
campaign can still use them as a group patron from start to the tragedy that drives his obsession
finish, but there are alternatives.
6 Dark Lord. Stop a Dark Lord’s scheme to escape
the Domain of Dread that she rules
Raven Circle Perks Weapons of the Raven Queen. The Raven Queen is
famed for using shadow magic to create weapons that are
Walk the Shadowfell. Any member of the Raven infused with the memories that she has collected over
Circle can find paths in the Prime Material World that the millennia. The most famous weapon is Blackrazor,
enter the Shadowfell. While traveling the Shadowfell, but there have been many others. All of these weapons
you don’t have to worry about enemies in the Prime are sentient and can only be used after their user attunes
Material Plane finding you. You can also bypass barriers
with them. You can call upon the Raven Queen to gift you
and dangerous monsters in the Prime Material. While
such a weapon. For her to respond you must offer up a
you are skilled in avoiding the dangerous predators of
powerful magical weapon (rare, very rare or legendary)
the Shadowfell, you still risk discovery. You may use the
and the memories of a powerful tormented being (CR 5+
paths of the Shadowfell once per month. When you enter
lycanthrope, intelligence undead, cursed, or a creature
the Shadowfell you can remain for as long as you want.
who has changed alignment). When you do this, you are
You can return to the Prime Material at any point. Each
granted a sentient weapon of your choice with a bonus as
day spent in the Shadowfell gives a cumulative 1 in 20
determined by the following chart:
chance of coming under attack by one of the denizens of
the Shadowfell. The kind of attack is up to your DM.
Collect Memories. The Raven Queen collects mem-
Raven Queen Sentient Weapon Bonuses
ories just like a raven collects trinkets. The Raven CR Rare Very Rare Legendary
Queen only seeks the memories of powerful or influen- 5-9 +1 +1 +2
tial entities, specifically those who have suffered great
10-15 +2 +2 +3
loss or tragedy. If you can give her the memories from
these kinds of people, the Raven Queen will reward you. 16+ +2 +3 +3
Collecting memories requires you to obtain an item that
is precious to the person whose memories you wish to The sentient weapon has Intelligence, Wisdom, and
steal. You must then say a prayer to the Raven Queen Charisma scores. To determine them, roll 4d6 for each
with the item in hand and the owner in sight within 100 one, dropping the lowest roll and totaling the rest. The
ft. This infuses the item with all of the target’s memories weapon communicates by transmitting emotion to who-
of loss, shame and tragedy. When you give this item to ever is carrying or wielding it. Its alignment is the same
one of your contacts (Lothar or Viktor) everyone in your as the memories of the being used in the offering to cre-
group gains a devotion token that is either a feather, a ate it. You must name your weapon when you first use it.
gold coin or a gem (so long as the target associated with Like all sentient weapons your sentient weapon can
the item is still alive/undead). Each member of your come into conflict with you if your goals are not aligned.
group can only have one of each token at any given time Sentient Weapon Powers. You can build up the
and cannot give them to anyone else. The tokens you power of your sentient weapon by spending your devo-
gain are as follows: tion tokens. See table below.
Devotion Tokens
Lycanthrope, Intelligent
CR Neutral Chaotic Lawful Undead*, Cursed** Good, Used To Be Evil Evil, Used To Be Good
5-9 Feather Feather Feather Gold Coin Gold Coin Gem
10-12 Feather Feather Feather Gold Coin Gold Coin Gem
13-15 Feather Feather Feather Gold Coin Gem Gem
16-18 Feather Feather Gold Coin Gold Coin Gem Gem
19+ Feather Feather Gold Coin Gem Gem Gem
* Intelligent undead must have an Intelligence or Wisdom score of at least 16. Examples include dracoliches, liches, mummy lords, vampires.
** DMs discretion; examples include driders, medusa, shadow dragons.
Armor Class. 13
Hit Points. 105 (14d8 + 42)
Lothar of the Raven Speed. 30 ft., fly 50 ft. in raven and hybrid forms
Lothar is an Uthgardt barbarian and priest of the STR DEX CON INT WIS CHA
Raven Queen. He was born to the Uthgardt tribe of the 18 (+4) 16 (+3) 16 (+3) 11 (+0) 10 (+0) 10 (+0)
Black Raven. His mother left him to be raised by her
Uthgardt husband when Lothar was still young. Lothar Skills Insight +4, Perception +4, Stealth +7, Survival +8
was struck with wanderlust an early age, both because Damage Immunities bludgeoning, piercing, and slashing
of a desire to see the world and a chance to escape the damage from nonmagical weapons that aren’t silvered
superstition of his people. Lothar can sense paths that Senses darkvision 60 ft., passive Perception 14
are invisible to mortal senses. He can walk into a forest Languages Common, Orc
glade and emerge in the Feywild or track a stag through Challenge 9 (5,000 XP)
the snow to appear on the glacial fields of Elysium.
Eventually the wanderings of his youth took him into
the Shadowfell. Unlike most, Lothar felt an affinity for Shapechanger. Lothar can use his action to polymorph into
the dread realm and had no desire to leave. In the years a raven-humanoid hybrid or into a raven, or back into his
he spent there, he met his lifelong friend Borivik as well human form. Any equipment he is wearing or carrying isn’t
as coming into the service of the Raven Queen. transformed. He reverts to his human form if he dies.
Unlike most faithful, Lothar’s devotion to the Raven
Mimicry. Lothar can mimic simple sounds he has heard,
Queen was not something that came willingly. Lothar
such as a person whispering, a baby crying, or an animal
was infected with lycanthropy when he stayed with a
chittering. A creature that hears the sounds can tell they are
family of wereravens disguised as simple merchants.
imitations with a successful DC 15 Wisdom (Insight) check.
Initially he searched for a cure to the supernatural
affliction, but soon began to hear the whisperings of Rage. Lothar can enter a rage as a bonus action. His rage
the Raven Queen. At first, she only spoke to him in his lasts for 1 minute. During his rage he has advantage on
dreams, but her voice became more insistent as time Strength checks and Strength saving throws. He gains a +4
went on. It was not long before her voice would en- bonus to damage while he is in a rage. He has resistance to
croach upon his thoughts day and night. Lothar realized bludgeoning, piercing, and slashing damage while in a rage.
that he could swear fealty to the enigmatic ruler of the Lothar cannot cast spells while in a rage.
Shadowfell or he could descend into madness. He chose
the former. Innate Spellcasting. Lothar’s innate spellcasting ability is
Much like most who follow the Raven Queen, Lothar Charisma (spell save DC 12). Lothar can innately cast the
rarely understands her motivations or goals. It is his following spells, requiring no material components:
duty to find those he has seen in the visions that she 1/Day: plane shift
sends him.
Spellcasting. Lothar is a 5th-level spellcaster. His spellcast-
Lothar as a Contact ing ability is Charisma (save DC 12, +4 to hit with spell at-
Lothar is the primary contact for the Raven Circle tacks). He regains his expended spell slots when he finishes
at low levels. Lothar can take companions with a short or long rest. He knows the following warlock spells:
him when he walks the paths between worlds. He Cantrips (at will): blade ward, eldritch blast, message
will only take members of the Raven Circle on each 1st-3rd level (2 3rd level slots): bane, charm person, daylight,
unique journey once and he waits for one week before faerie fire, fear, misty step
returning to Faerûn.
Actions
Journeys with Lothar
Multiattack (Humanoid or Hybrid Form Only). Lothar
Journey Required Level
makes two attacks, only one of which can be a bite.
Barovia 1
Suldanessellar 1 Greataxe (Humanoid or Hybrid Form Only). Melee Weapon
Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4)
Other domain of dread 3 piercing damage, 14 (1d12 + 8) while in a rage.
Shadowfell—evernight 3
Beak (Raven or Hybrid Form Only). Melee Weapon Attack: +8
Feywild 5
to hit, reach 5 ft., one target. Hit: 1 piercing damage in raven
Elysium 5 form, or 4 (1d4 + 4) piercing damage in hybrid form. If the
Beastlands 7 target is humanoid, it must succeed on a DC 15 Constitution
saving throw or be cursed with wereraven lycanthropy.
The Outlands 7
Montaron and the advantage on the attack roll, or when the target is within 5
Laughing Skull ft. of an ally of Montaron that isn’t incapacitated and Mon-
taron doesn’t have disadvantage on the attack roll.
Small humanoid (halfling), neutral evil
Special Items. Montaron possesses a bag of holding. He
Armor Class. 17 (studded leather) keeps the demilich, Xzar, in the bag. He also possesses a
Hit Points. 91 (14d6 + 42) portable hole, which he uses to aid in robberies. As a bonus
Speed. 30 ft. action, Montaron can place his portable hole in his bag of
holding. This instantly destroys both items and opens a gate
STR DEX CON INT WIS CHA to the Astral Plane. Montaron and any creature within 10
12 (+1) 20 (+5) 16 (+3) 13 (+1) 11 (+0) 10 (+0) feet of him is sucked through the gate to a random location
on the Astral Plane. The gate then closes.
Saving Throws Dex +9, Int +5
Skills Acrobatics +9, Deception +4, Perception +4, Stealth +13 Actions
Damage Resistances poison Multiattack. Montaron makes two shortsword attacks and
Senses passive Perception 14 uses the ability Unleash the Demilich if available.
Languages Common, Halfling, Thieves’ cant
Challenge 11 (7,200 XP) Shortsword. Melee Weapon Attack: +9 to hit, reach 5 ft.,
one target. Hit: 8 (1d6 + 5) piercing damage, and the target
must make a DC 15 Constitution saving throw, taking 24
Assassinate. During his first turn, Montaron has advantage (7d6) poison damage on a failed save, or half as much dam-
on attack rolls against any creature that hasn’t taken a turn. Any age on a successful one.
hit Montaron scores against a surprised creature is a critical hit.
Light Crossbow. Ranged Weapon Attack: +9 to hit, range
Evasion. If Montaron is subjected to an effect that allows 80/320 ft., one target. Hit: 9 (1d8 + 5) piercing damage, and
him to make a Dexterity saving throw to take only half dam- the target must make a DC 15 Constitution saving throw,
age, Montaron instead takes no damage if he succeeds on taking 24 (7d6) poison damage on a failed save, or half as
the saving throw, and only half damage if he fails. much damage on a successful one.
Nimbleness. Montaron can move through the space of any Unleash the Demilich. Montaron reaches inside his bag of
creature that is of a size larger than his. holding and releases Xzar. Xzar is a demilich and appears
Sneak Attack (1/Turn). Montaron deals an extra 21 (6d6) within 5 ft. of Montaron. Xzar rolls for his own initiative. Xzar
damage when he hits a target with a weapon attack and has cannot use lair actions or legendary actions. He has a CR of 14.
Saving Throws Str +17, Con +15, Int +15, Cha +16
Actions
Skills Athletics +17, Deception +24, Insight +15, Multiattack. Baalzebul uses his Fear and Weakness gaze (if
Intimidation +16, Persuasion +16 available) and then makes two slam attacks.
Damage Resistances acid, cold; bludgeoning, piercing, and
slashing from nonmagical attacks Slam. Melee Weapon Attack: +17 to hit, reach 10 ft., one
Damage Immunities fire, poison target. Hit: 14 (1d10 + 9) bludgeoning damage. Baalzebul’s
Condition Immunities charmed, exhaustion, frightened, attacks wither the limbs of opponents he strikes. Any
poisoned creature hit by Baalzebul’s slam attack must make a DC 21
Senses darkvision 120 ft., tremorsense 10 ft., passive Constitution saving throw. Failure means the target loses
Perception 17 the use of their legs (stuck in the prone position) or their
Languages All, telepathy 100 ft. arms (unable to cast spells or engage in attacks; lose any AC
Challenge 26 (90,000 XP) bonus from shields). Baalzebul decides whether he targets
arms or legs before making the attack roll. This withering
effect lasts for one minute but at the end of each of their
Devil’s Sight. Magical darkness doesn’t impede Baalzebul’s turns the afflicted creature may repeat the saving throw.
darkvision.
Fear and Weakness Gaze (Recharge 5-6). Baalzebul acti-
Decipher Weakness. Baalzebul scores a critical hit on a roll vates a gaze attack and triggers two effects on everyone
of 19 or 20. within 50 feet of him. The first requires a DC 21 Charisma
saving throw; failure means the target is frightened of
Innate Spellcasting. Baalzebul’s innate spellcasting ability
Baalzebul as per the fear spell. The second effect requires
is Charisma (spell save DC 24, +16 to hit with spell attacks).
another DC 21 Charisma saving throw. Failure means the
He can innately cast the following spells, requiring no mate-
target suffers the effects of the ray of enfeeblement spell.
rial components:
Both effects last one minute.
At will: animate dead, detect evil and good, detect magic,
Teleport. Baalzebul magically teleports, along with any
fireball, hallow spell, hold monster, suggestion, teleport,
equipment he is wearing and carrying, up to 120 feet to an
true seeing
unoccupied space he can see.
3/Day each: dispel evil and good, symbol (pain or insanity)
1/Day each: wish Summon Allies (1/Day). Baalzebul summons 1d6 horned
devils, 1d4 ice devils, or 1 pit fiend.
Legendary Resistance (3/Day). If Baalzebul fails a saving
throw, he can choose to succeed instead. Legendary Actions
Lord of Flies. Insects do not attack Baalzebul and as a bo- Baalzebul can take 3 legendary actions, choosing from the
nus action he can command any number of them within 50 options below. Only one legendary action option can be
feet to take move or action attacks. used at a time and only at the end of another creature’s
Magic Resistance. Baalzebul has advantage on saving turn. Baalzebul regains spent legendary actions at the start
throws against spells and other magical effects. of his turn.
Magic Weapons. Baalzebul’s slam attacks are magical. Teleport. Baalzebul uses his Teleport action.
Insect Gorge (Costs 2 Actions). Baalzebul disgorges a
Regeneration. Baalzebul regains 20 hit points at the start of swarm of biting flies (otherwise same as insect plague)
his turn. If he takes radiant damage, this trait doesn’t func- that deals 44 (8d10) piercing damage and does not
tion at the start of his next turn. Baalzebul dies only if he require concentration.
starts his turn with 0 hit points and is unable to regenerate.
Bhaal, Slayer Magic Weapons. The slayer’s claw attacks are magical.
Medium humanoid, lawful evil
Prey. As a bonus action the slayer focuses on a single
Armor Class. 19 (natural armor) creature it can see within 60 feet. Afterwards, the first time
Hit Points. 209 (22d8 + 110) each turn that the slayer hits that creature, the slayer does
Speed. 40 ft. an additional 7 (2d6) damage.
Saving Throws Str +13, Dex +12 Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one
Skills Stealth +18 target. Hit: 16 (2d8 + 7) slashing damage. If the target is a
Damage Resistances bludgeoning, piercing, and slashing creature, it must succeed on a DC 19 Constitution saving
from nonmagical attacks throw or have its hit point maximum reduced by an amount
Damage Immunities poison equal to the damage taken. The target dies if this attack re-
Condition Immunities charmed, exhaustion, frightened, duces its hit point maximum to 0. The reduction lasts until
incapacitated, paralyzed, petrified, poisoned, stunned, removed by the greater restoration spell or other magic.
unconscious
Senses darkvision 60 ft., passive Perception 13 Legendary Actions
Languages Abyssal, Common The slayer can take 3 legendary actions, choosing from
Challenge 20 (25,000 XP) the options below. Only one legendary action option can
be used at a time and only at the end of another creature’s
Assassinate. During its first turn, the slayer has advantage turn. The slayer regains spent legendary actions at the start
on attack rolls against any creature that hasn’t taken a turn. of its turn.
Any hit the slayer scores against a surprised creature is a Savage Disengage. The slayer disengages without provoking
critical hit. opportunity attacks. If it moves within 5 feet of a creature
Devil’s Sight. Magical darkness doesn’t impede the slayer’s it makes a claw attack against the creature.
darkvision. Finish (Costs 2 Actions). The slayer attacks a creature that
has been marked by its Prey ability. If this attack hits and
Immutable Form. The slayer is immune to any spell or effect the creature has less than 40 hit points remaining after
that would alter its form, except for its Ravager Form ability. the attack, the creature is reduced to 0 hit points.
Ravager Form (Costs 3 Actions). If the slayer has killed
Legendary Resistance (2/Day). If the slayer fails a saving a creature of CR/level 5 or greater that it previously
throw, it can choose to succeed instead. marked with its Prey ability in the last minute, it can
Magic Resistance. The slayer has advantage on saving transform into its Ravager form. The form lasts until
throws against spells and other magical effects. dawn (minimum 1 hour).
Avatar of Bhaal. When the ravager drops to 0 hit points, Spines. Ranged Weapon Attack: +14 to hit, range 60/120 ft.,
its form fractures. Within the next 24 hours, it will re- one target. Hit: 17 (3d6 + 7) piercing damage. If the target
appear in its slayer form within 2d6 miles of where the fails a DC 19 Constitution saving throw, they are stunned
ravager form fell. until the end of their next turn.
Cull the Weak. When the ravager damages a creature with a Legendary Actions
melee attack and the target is left with 20 or fewer remain-
ing hit points, the creature must make a DC 21 Constitution The ravager can take 3 legendary actions, choosing from the
saving throw or be reduced to 0 hit points. options below. Only one legendary action option can be used
at a time and only at the end of another creature’s turn. The
Immutable Form. The ravager is immune to any spell or ravager regains spent legendary actions at the start of its turn.
effect that would alter its form.
Detect. The ravager makes a Wisdom (Perception) check.
Legendary Resistance (3/Day). If the ravager fails a saving Smash. The ravager smashes the ground and creates a
throw, it can choose to succeed instead. thunderwave. Any creature in a 10-foot cube originating
from the ravager must make a Constitution saving throw
Magic Resistance. The ravager has advantage on saving
against DC 20. On a failed save, the creature suffers 36
throws against spells and other magical effects.
(8d8) thunder and is pushed 5 feet away from the ravager.
Magic Weapons. The ravager’s claw, bite, and spine attacks On a successful save, the creature takes half damage and
are magical. is not pushed. The soundwave produced by this attack
can be heard up to 100 feet away.
Spiked Hide. At the start of each of its turns, the ravager Spiky Carapace (Costs 2 Actions). The ravager flares its
deals 16 (3d10) piercing damage to any creature grappling it numerous spines and they elongate. Any creature that
or being grappled by it. starts their turn within 5 feet of ravager must make a DC
21 Dexterity saving throw or suffer 44 (8d10) piercing
damage. The damage is halved with a successful save.
MINSC
Saving Throws Str +15, Dex +10, Con +15, Wis +11 Ice Spear. Ranged Weapon Attack: +10 to hit, range 120 ft.,
Damage Vulnerabilities fire one target. Hit: 55 (10d10) piercing damage.
Damage Resistances bludgeoning, piercing, and slashing
Summon Frost Horde (1/Day). Cryonax summons two
from nonmagical attacks
young white dragons or a frost giant with 2 yetis. The
Damage Immunities cold, poison
summoning costs Cryonax 50 hit points. The summoned
Condition Immunities charmed, frightened, paralyzed,
creatures have maximum hit points and appear within 100
petrified, poisoned, prone
feet of Cryonax.
Senses blindsight 60 ft., passive Perception 14
Languages Common, Primordial Legendary Actions
Challenge 22 (41,000 XP)
Cryonax can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be
Cold Aura. At the start of each of Cryonax’s turns, each used at a time and only at the end of another creature’s
creature within 10 feet of him takes 21 (6d6) cold damage. A turn. Cryonax regains spent legendary actions at the start
creature also takes 21 (6d6) cold damage if they touch or hit of its turn.
Cryonax. Nonmagical weapons that hit Cryonax are frozen
immediately after dealing damage to Cryonax. If used again Smash. Cryonax slams a grappled target against the ground,
and they hit any creature, the weapon shatters. The freezing dealing 18 (4d8) bludgeoning damage to it.
effect disappears after an hour. Tentacle Freeze. Cryonax’s tentacle freezes a grappled tar-
get. If the target fails a DC 22 Constitution saving throw
Empowered Attacks. Cryonax’s slam attacks are treated as they are paralyzed and Cryonax releases them from its
magical for the purpose of bypassing resistance and immu- tentacle. They remain frozen indefinitely but can attempt
nity to nonmagical weapons. the constitution saving throw at the end of each of their
Ice Walker. No ability checks are required when Cryonax turns. Success means they shrug off the freezing.
walks or climbs across icy surfaces and difficult snow or ice Ice Shroud (Costs 3 Actions). With a gesture Cryonax
terrain does not cost him extra movement. targets a frozen creature (see Tentacle Freeze) that is
within 30 feet of him. The target is encased instantly in a
Innate Spellcasting. Cryonax’s innate spellcasting ability hard shell of crushing ice. The target receives no saving
is Charisma (spell save 21, +13 to hit with spell attacks). throw and suffers 22 (5d8) cold damage immediately
Cryonax can innately cast the following spells, requiring no and at the start of each of their turns. The target is con-
material components: sidered stunned but is partly protected by the shroud
so is resistant to all damage. The shroud disappears if
At will: wall of ice, ice storm, sleet storm
Cryonax removes it, Cryonax dies, the shroud takes 100
3/Day each: cone of cold
hit points of damage or another character uses their
1/Day each: otiluke’s freezing sphere (45 (13d6) damage)
action and succeeds against a DC 22 Strength check to
Legendary Resistance (3/Day). If Cryonax fails a saving remove the trapped ally.
throw, he can choose to succeed instead.
Armor Class. 21 (natural armor) Magic Weapons. Pazuzu’s weapon attacks are magical.
Hit Points. 432 (32d10 + 256) Spell Disruption. When Pazuzu casts dispel magic, he auto-
Speed. 30 ft., fly 90 ft. matically dispels any spell of 6th level or lower on the target.
STR DEX CON INT WIS CHA Actions
23 (+6) 30 (+10) 27 (+8) 23 (+6) 18 (+4) 27 (+8)
Multiattack. Pazuzu makes two attacks.
Saving Throws Dex +18, Con +16, Cha +16
Greatsword. Melee Weapon Attack: +14 to hit, reach 5 ft.,
Skills Perception +12, Persuasion +16
one target. Hit: 13 (2d6 + 6) slashing damage. As a bonus
Damage Resistances acid, cold, fire
action Pazuzu can activate this sword’s special feature
Damage Immunities lightning, poison; bludgeoning,
which grants him haste until the end of his next turn.
piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, Talon. Melee Weapon Attack: +14 to hit, reach 5 ft., one
poisoned target. Hit: 10 (1d8 + 6) slashing damage.
Senses truesight 120 ft., passive Perception 22
Languages All, telepathy 120 ft. Breath Weapons (Recharge 5-6). Pazuzu exhales
Challenge 25 (75,000 XP) poisonous acid in a 100-foot line that is 5 feet wide.
Every creature caught in the cone must make a DC 21
Dexterity saving throw. Each creature takes 63 (18d6)
Innate Spellcasting. Pazuzu’s innate spellcasting ability is acid damage on a failed save or half as much damage on
Charisma (spell save DC 24, +16 to hit with spell attacks). a successful one. A creature killed by this breath weapon
He can innately cast the following spells, requiring no mate- melts and is disintegrated.
rial components:
Legendary Actions
At will: astral projection, blight, charm person, detect evil and
good, dispel magic, hallow, insect plague, telekinesis, teleport, Pazuzu can take 3 legendary actions, choosing from the
wind walk options below. Only one legendary action option can be
3/Day each: dominate person, hypnotic pattern, plane shift used at a time and only at the end of another creature’s
(only itself and willing creatures) turn. Pazuzu regains spent legendary actions at the start of
1/Day each: wish his turn.
Aura of Servile Avians. Any evil creature with a natural fly Disarm. Pazuzu knocks a weapon out of a target’s hand if
speed and a CR of 20 or less must make a DC 21 Wisdom his attack roll (+14) beats the target’s Strength (Athletics)
saving throw if they attempt to attack Pazuzu. Failure means or Dexterity (Acrobatics) check. If disarmed, the target’s
their action is wasted and the attack fails. On a successful weapon flies 10 ft. in a random direction.
saving throw the target is immune to this effect in the future. Lethal Leap. Pazuzu attacks once with his greatsword or
talons and can then fly away. Pazuzu’s movement does
Legendary Resistance (3/Day). If Pazuzu fails a saving not provoke attacks, whether he hits or not.
throw, he can choose to succeed instead. Disruption. Pazuzu casts dispel magic.
Chapter 4 | Henchmen
108
1st level (4 slots): command, searing smite, shield of faith Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft.,
2nd level (3 slots): aid, magic weapon one target. Hit: 7 (1d8 + 3) slashing damage or 8 (1d10 + 3)
3rd level (3 slots): dispel magic slashing damage if used with two hands, plus 9 (3d6)
necrotic damage.
Nightmare. Aribeth is accompanied by a nightmare. The
nightmare allows Aribeth to use it as a mount. Void. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) slashing damage or 8 (1d10 + 3) slashing
Shadows. 3 shadows hide within the saddle of Aribeth’s
damage if used with two hands, plus 9 (3d6) necrotic dam-
nightmare. These shadows only come out if there is a
age. A creature reduced to 0 hit points from damage dealt
creature within 30 feet that is at 0 hit points. When that
by the sword Void dies and can’t be revived by any means
happens, 1 shadow will emerge and attack the creature in
short of a wish spell.
order to make it fail a death saving throw. It continues to do
so until the creature is dead.
Reactions
Actions Parry. Aribeth adds 4 to her AC against one melee attack
Multiattack. Aribeth makes three longsword attacks or that would hit her. To do so, Aribeth must see the attacker
three attacks with her sword called Void. and be wielding a melee weapon
Dagryn the Lost
Dagryn appears as an old, stooped dwarf, crippled
with age and afflictions. Long ago, however, he went by
another name… and another form. Dagryn
Originally, Dagryn was a powerful black dragon that Medium humanoid (dwarf ), neutral evil
hunted the Underdark, feasting on everything from be-
holders to drow to illithid. But he was particularly fond Armor Class. 19 (splint, shield)
of dwarves, whom he considered a delicacy. Supremely Hit Points. 39 (6d8 + 12)
arrogant, Dagryn believe no denizens of the Underdark Speed. 20 ft.
could challenge his power, until he had the misfortune
of angering a coven of hags. STR DEX CON INT WIS CHA
The hags trapped and killed the great wyrm, but in- 12 (+1) 8 (-1) 14 (+2) 14 (+2) 13 (+1) 17 (+3)
stead of leaving him for dead, they reincarnated him in
the form of a dwarf—a twisted joke on the once fear- Skills Deception +5, Performance +5, Persuasion +5
some creature. In a final mockery of his former glory, Damage Resistances poison
they branded him with the name Dagryn—a bastardized Damage Immunities acid
echo of the mighty beast he once had been. Dagryn has Senses darkvision 120 ft., passive Perception 11
now lived so many years as a dwarf that the memories Languages Common, Draconic, Dwarvish, Undercommon
of his life before the reincarnation have mostly faded. Challenge 4 (1,100 XP)
In addition to forgetting his true name, he no longer re-
members his origin world, though he knows that Faerûn
is not where he was born. Dwarven Resilience. Dagryn has advantage on saving
In the early years after his transformation, Dagryn throws against poison, spells, and illusions, as well as to
discovered another cruel quirk of the hag’s curse. After resist being charmed or paralyzed.
several years his wretched existence as a lowly dwarf Innate Spellcasting. Dagryn’s innate spellcasting ability is
became unbearable, and Dagryn was driven to suicide. Charisma (spell save DC 13). Dagryn can innately cast the
But upon his death, he woke to discover his body had following spells, requiring no material components:
been restored to its original dragon form. However, his
joy was short lived—after 24 hours he once again shifted At will: alter self, disguise self, conjure image, levitate
back into his dwarven shape… but now he had a mal-
formed leg, giving him a painful limp. Spellcasting. Dagryn is a 11th-level spellcaster. His spellcast-
Over the next decades, the true scope of the horror in- ing ability is Charisma (save DC 13, +5 to hit with spell at-
flicted upon him became apparent. Each time his dwar- tacks). He regains his expended spell slots when he finishes a
ven body was killed, he would be reborn as a dragon for short or long rest. He knows the following warlock spells:
a single day. And each time he turned back into a dwarf Cantrips (at will): blade ward, eldritch blast, friends, message,
he would find himself afflicted with some new infirmity: vicious mockery
arthritic joints; rotting teeth; punishing migraines; con- 1st-5th level (3 5th level slots): bane, charm person,
stant ulcers. dimension door, dominate beast, faerie fire, fear, hold monster,
Dagryn now dreads adding new ailments to the re- misty step, phantasmal force, seeming
lentless, crippling pain of his dwarven body. Whenever
he is killed—a somewhat frequent occurrence, as a Draconic Transformation. When Dagryn drops to 0 hit
frail, old dwarf is an easy target—he spends his time as points, instead of falling unconscious, he begins to trans-
a dragon unleashing mad vengeance upon the world in form into his dragon form. He immediately gains all the
an orgy of death, destruction, and mayhem. As a result, statistics of an adult black dragon with the exception that
he has developed two very distinct and contrasting per- his size is medium, and he is stunned. At the start of his
sonalities: the timid, subservient dwarf and the raging, next turn, he grows to large size, but remains stunned. At
hate-filled dragon. the start of his subsequent turn, Dagryn grows to huge
size, takes the form of an adult black dragon and is no
longer considered stunned. Dagryn remains in his dragon
form for 24 hours whereupon he reverts to his dwarven
form and stat block.
I’ve long pursued the story of the
Actions
dwarf who could change into a dragon.
That Minsc and his ridiculous pet could Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
track him down first is infuriating! Hit: 3 (1d4 + 1) bludgeoning damage.
—Volo Invisibility (Recharges after a Short or Long Rest). Dagryn
magically turns invisible until he attacks, casts a spell, or
until its concentration is broken, up to 1 hour (as if concen-
trating on a spell). Any equipment Dagryn wears or carries
is invisible with it .
Chapter 4 | Henchmen
110
Darien the Ice Witch When Vail returned, he was horrified to discover
what Darien had done and cast her out of Evereska.
Typically appearing as a beautiful, young elven woman Banished, Darien wandered the Greycloak Hills that
clad in golden jewelry, Darien is usually accompanied by protect Evereska, hoping to die in the snows of an early
several scantily clad and equally beautiful “bodyguards”, winter. Instead, she was found by a force of Elemental
all of whom seem to be comfortable in any climate, Evil: Cryonax, Prince of Ice. A pact was made, and
no matter how cold. However, in reality Darien is a Darien survived the winter to make her way down into
powerful half-ogre illusionist and the golden jewelry the civilized lands of the Sword Coast.
aren’t simply valuable trinkets, but the soul circlets Darien’s natural talent with illusion magic, coupled
of skeleton warriors—the magically disguised with the power that Cryonax provided, allowed her to
bodyguards that accompany her. Worst of all, Darien thrive. In her travels, she became obsessed with the
is driven by a disturbing obsession for those who call men and women that called themselves adventurers.
themselves adventurers. These bands of treasure hunting thrill seekers seemed
Born to a human mother who died at birth, Darien was to exist outside of the normal order of the world. They
rescued by an elven adventurer from Evereska named did what they liked and became rich and powerful doing
Vail. Vail tried to keep Darien’s nature a secret from the so. They also reminded her of the one man who had ever
elves of Evereska, knowing that they would never accept showed her love—Vail.
a half-ogre. When Darien was in her teens, Vail taught Darien is parasitic in nature. The smallest word or
her illusion magic which she could use to change her ap- act—or even seeing them across a crowded room—
pearance and create an entirely different identity. Darien will cause her to become obsessed with an individual.
modeled her looks and behavior off an elven girl named From that point on she will use all her powers to insert
Shirri—a young elven princess that Darien idolized to herself into their life, typically by hiring her victim for
the point of obsession. But Darien lacked the grace and a high-paying adventuring job. If her machinations fail,
refinement of a true elf and despite looking the part, she however, she is not averse to resorting to brute force
was never accepted by the elven youth of Evereska. such as enchantment magic or taking loved ones as hos-
One spring, when Vail was away on a campaign, tages to compel compliance.
Darien kidnapped Shirri. She kept her a prisoner for Ultimately, she wants the targets of her obsessive
weeks, obsessively studying her in order to learn how to infatuation to come to love and respect her. If she
mimic her poise and speech. She both loved and hated is not shown the love that she craves, then she will
Shirri, and her moods would constantly shift between lash out. Often this means that she will wait for an
fawning adoration and bitter resentment. She would opportune time to “rescue” them from a battle not go-
often shower her prisoner with gifts, like rich cakes and ing their way. These adventurers might wake to find
beautiful clothes, but even the smallest, seemingly insig- themselves hostages of Darien, where they must en-
nificant thing could trigger a sudden bout of rage, caus- dure her erratic emotional outbursts and cruel mind
ing Darien to lock Shirri for days in the cellar, naked, games until they either escape, are rescued, or are
cold, and starving. driven into total madness.
Chapter 4 | Henchmen
112
Actions Summon War Pick. Darien creates a magical war pick in her
empty hand. The war pick counts as magical for the pur-
Multiattack. Darien makes two attacks with her War Pick.
pose of overcoming resistance and immunity to nonmagical
War Pick. Melee Weapon Attack: +10 to hit, reach 5 ft, attacks and damage. The war pick has a +1 bonus to attack
one target. Hit: 10 (1d8 + 6) piercing damage plus 4 and damage (already factored into Darien’s attacks).
necrotic damage.
Reactions
Eldritch Blast. Ranged Weapon Attack: +8 to hit, range
Shield of Cryonax (1/Day). When Darien takes damage, she
300 ft., three targets. Hit: 9 (1d10 + 4) force damage.
can entomb herself in ice, which melts away at the end of
Create Thrall. Darien touches an incapacitated humanoid. her next turn. She gains 150 temporary hit points, which
That creature is then charmed by her until a remove curse take as much of the triggering damage as possible. Immedi-
spell is cast on it, the charmed condition is removed from ately after she takes the damage, she gains vulnerability to
it, or she uses this feature again. Darien can communicate fire damage, her speed is reduced to 0, and she is incapaci-
telepathically with the charmed creature as long as the two tated. These effects, including any remaining temporary hit
of them are on the same plane of existence. points, all end when the ice melts.
Edwin Odesseiron While Edwin will often return to his homeland
of Thay, he can most often be found in the city of
In many ways an archetypal Red Wizard, Edwin Baldur’s Gate. He has recently taken over Ramazith’s
Odesseiron is an exceedingly arrogant conjuration mage Tower and adopted the identity of Lorroakan, the
hailing from the eastern nation of Thay. He originally young mage who formerly lived in the tower (now
traveled west to the Sword Coast on a mission to kill dead by Edwin’s hand).
the Rashemi Wychlaran Dynaheir, both as part of a Despite his inarguably high intelligence, Edwin seems
personal rivalry and under orders from his superior to lack common sense. As a result, his grand schemes
Red Wizards. Once his mission was accomplished, and and power grabs are typically undone by his own hubris
Dynaheir was dead, Edwin remained on the Sword and oversights. Edwin almost universally treats others
Coast in order to build up his own personal power with disdain, openly insulting his “lessers.” As much as
without the oversight of the Zulkirs of Thay. Edwin detests those he views as his inferiors, he gets
While Edwin had a falling out with the Red Wizards along no better with his betters. (His envy of the legend-
of Thay some time ago, he managed to repair the rela- ary wizard Elminster Aumar is particularly venomous.)
tionship by delivering one of the Nether Scrolls to the Edwin has a simulacrum of himself that he uses to aug-
ruler of Thay—Szass Tam. His short time studying the ment his power or send into dangerous situations. Since
Nether Scroll resulted in some calamitous results, but he doesn’t respect the intelligence of anyone other than
one of the spells he learned imparted him with the lon- himself, he often finds himself engaged in conversation
gevity of an elf. with his simulacrum.
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Eo Ashmajiir
Medium humanoid (tiefling), chaotic neutral
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Kagain the Largely indifferent to the suffering of others, Kagain’s
sole motivations seem to be gold and unleashing death
Scream Hunter and bloodshed upon the world. This has led Kagain to
indulge in increasingly depraved acts in order to get the
Kagain is an infamous dwarven mercenary, known as
gold that he craves, and there is no moral or ethical line
much for his sadistic cruelty and naked greed as his
he will not cross. He has been known to pass off the
prodigious skill in battle. He is known by many nick
bones of Uthgardt tribespeople as a substitute for orc
names including “the Headhunter”, “the Blood Dwarf”
and most famously the “the Scream Hunter”. This last fingers in the hopes of claiming outstanding bounties,
name comes from his supposed love for the screams of and he once slaughtered an entire village of innocent
his dying victims. Head of a small but elite mercenary gnomes, then tried to pass off their scalps as goblin
company, Kagain is willing to take on unscrupulous heads. No act is too despicable for the dwarf if it makes
contracts that most rivals would never stomach. His his pursuit of gold easier.
band is based out of Baldur’s Gate, where he most often The return of Bhaal has given Kagain a unique op-
takes on jobs from the Flaming Fist. portunity to apply his skills. In his younger years he
traveled with one of the Bhaalspawn, Abdel Adrian.
This early exposure to the mythology of the Lord of
Kagain Murder intrigued Kagain, but nothing ever came from
Medium humanoid (dwarf ), neutral evil it. However, one drunken night in Baldur’s Gate, Kagain
and several of his mercenaries were set upon by Bhaal
Armor Class. 18 (plate) while they stumbled home. Despite murdering all his
Hit Points. 152 (16d8 + 80) companions, the god spared Kagain on the condition
Speed. 30 ft. that he become one of his devout followers. Given his
love for killing, his lust for gold, and his utter lack of loy-
STR DEX CON INT WIS CHA alty to his slain brothers-in-arms, it was an easy choice
18 (+4) 13 (+1) 20 (+5) 10 (+0) 11 (+0) 10 (+0) for the black-hearted dwarf
Kagain employs a band of mercenaries that are
Saving Throws Str +8, Con +9 equally unscrupulous. He has little care for their well-
Skills Athletics +8, Perception +4, Survival +4 being, so membership changes on a regular basis.
Senses darkvision 30 ft., passive Perception 14 Current members include the tasloi poisoner named
Languages Common, Dwarvish Gixis; a gnoll tracker that goes by the name “Hungry”
Challenge 11 (7,200 XP) and a dread doppelganger Kagain refers to as the
“Face Peeler”.
Berserking Greataxe. +3 greataxe. In addition, while Kagain
is attuned to this weapon, his Hit Point maximum increases
by 1 for each of his levels or hit dice (176). Whenever a hos-
tile creature damages Kagain while the axe is in his posses- The dwarf knew how to live
sion, he must succeed on a DC 15 Wisdom saving throw or by the axe, but Boo always
go berserk. He can choose to fail this saving throw. While
berserk, Kagain gains advantage on all melee attacks and
thought that he needed a
attacks made against him are made with advantage. swift kick in the morals!
Actions MINSC
Multiattack. Kagain makes three attacks with his berserking
greataxe.
Legendary Actions
Kagain can take 3 legendary actions, choosing from the op-
tions below. Only one legendary action option can be used at
a time and only at the end of another creature’s turn. Kagain
regains spent legendary actions at the start of his turn.
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Pelyious Avhoste However, unbeknown to most, Pelyious and his crew
are also faithful servants of Bhaal, the God of Murder.
Pelyious is a Halruaan sky captain who hires out Beneath his cultured veneer lurks a bloodthirsty mon-
his services to those with a desperate need to get ster (a lycanthropic form he learned through an ancient
somewhere quickly. His skyship is one of the fastest Mezro ritual), and he occasionally plans “murder ritu-
in all Faerûn, designed by his uncle, Zythan Oolorius als” where he turns his entire Halruaan skyship into
Avhoste, the famed Halruaan designer. a slaughterhouse. Victims in these massacres are not
Charismatic, cultured and sophisticated, Pelyious is merely killed, but often tortured, mutilated, and eventu-
a lover of ancient art and music. He professes an ad- ally skinned. While most of the remains are tossed over
miration for the extinct Netherese—precursors to the the side of the airship when it crosses the oceans, the
Halruaan people—and the ancient kingdom of Mezro. His hearts and other vital organs of his victims are used for
skyship is decorated with artifacts and paintings from ritual feasts to celebrate the slaughter.
these cultures, and he enjoys showing off his impressive Pelyious prefers to reserve these ritual killing sprees
collection to his guests. He is also an excellent musician for those that have insulted him, tried to cheat him,
and delights in playing complex compositions from the or offended his honor in some manner. However, if no
“lost ages” that haven’t been heard in centuries. suitable candidates have made themselves available,
Though a bit pretentious, Pelyious is unfailingly cour- Pelyious sometimes has to settle on victims that he
teous and polite. He has utter disdain for those who do genuinely likes, for the Lord of Murder can only wait so
not share his refinement, viewing them as barbarous, long for his sacrifices. Pelyious shows no remorse when
rude, or just plain uncouth. forced to slaughter those he considers friends, as his de-
Pelyious is a skilled ship captain and an excellent votion to Bhaal supersedes all other loyalties.
swordsman. He has also been mentored in the magi- Pelyious crews his airship with a family of wolfweres.
cal arts by his uncle Zythan. This combination of skills Most stay in their human forms when there are passen-
makes him an unpredictable and dangerous opponent; gers on board, though the alpha, who is also the wife
someone who can engage in close melee combat or use of Pelyious, likes to take the role of a wolf that Pelyious
magical spells from range. has tamed.
Hold Breath. Pelyious can hold his breath for 15 minutes. Scimitar (Humanoid or Hybrid Form). Melee Weapon
Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4)
slashing damage plus 7 (2d6) poison damage.
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shame on you;
Fool me once, watch it! Fool
fool me twice, s and you’re a
me three time trust a pirate! Saemon Havarian
pirate! Never ing me and Boo Medium humanoid (human), chaotic neutral
This is someth artedly on. Armor Class. 14 (17 with mage armor)
agree wholehe Hit Points. 91 (14d8 + 28)
MINSC Speed. 30 ft.
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Sarevok Anchev With his prodigious strength, his legendary skill in bat-
tle, and the Sword of Chaos—a life-stealing, enchanted
Sarevok Anchev is a powerful Deathbringer, an elite blade—Sarevok became one of the most famous mercenar-
group of warriors trained to kill their enemies with ies in Faerûn. Yet his many accomplishments brought him
a single, seemingly random strike in combat. He is no joy. He felt no thrill at victory in battle, no delight in the
also one of the Bhaalspawn, the mortal offspring of routing of his enemies. The power he accumulated was bit-
the dead god Bhaal. Sarevok attempted to reclaim ter as ashes on his tongue, and he became a man haunted
the divine seat of the Lord of Murder vacated by his by his former life. The realization that no earthly achieve-
immortal father’s demise, but his plans were thwarted ments could ever compare to what he once almost had—
when he was slain by his half-brother, Abdel Adrian, immortality and godhood—left him broken and empty.
who rejected his heritage and fought against his Sarevok plunged into a deep despair. To numb his
Bhaalspawn siblings. pain, he indulged in every vice imaginable, squander-
Sarevok’s spirit was sent to the Abyss as punishment. ing his wealth and health on alcohol and drugs. While
There he eventually crossed paths with Abdel a sec- his divine heritage slowed his aging, it did not stop it
ond time when his noble-hearted brother ventured into entirely, and after decades of self-abuse he was even-
the lower realms on a dangerous quest to stop another tually reduced to an old man begging in the streets of
Bhaalspawn named Melissan. Sarevok agreed to help Baldur’s Gate.
Abdel kill Melissan, on the condition that Abdel helped This was how his father—Bhaal, the reborn god of mur-
him escape the eternal torments of the Abyss. der—found him. But even though it was dimmed, Bhaal
Abdel agreed, and Sarevok was reborn into the mor- recognized his own divine spark in the pathetic old man,
tal world. After his rebirth, Sarevok was true to his and he sensed Sarevok still had potential. Bhaal recruit-
word, and the two brothers fought side-by-side against ed him to become the high priest of his fledgling clergy,
their half-sister. Ultimately Melissan was defeated, and giving Sarevok new purpose… and another chance to be-
Sarevok was granted a second chance at life. come an agent of death and destruction.
Sarevok again. The new body appears on the altar of the temple of
Medium humanoid (human), neutral evil Bhaal beneath Baldur’s Gate. This ability ceases to function
if a cleric of good alignment casts the spell hallow on the
Armor Class. 21 (plate armor of Bhaal) altar in the temple of Bhaal.
Hit Points. 119 (14d8 + 56)
Speed. 30 ft. Actions
Multiattack. Sarevok can cast a spell and make one attack
STR DEX CON INT WIS CHA
with his long sword.
20 (+5) 10 (+0) 18 (+4) 11 (+0) 16 (+3) 14 (+2)
Long Sword. Melee Weapon Attack: +10 to hit, reach 5 ft.,
Saving Throws Con +9, Wis +8 one target. Hit: 9 (1d8 + 5) slashing damage or 10 (1d10 + 5)
Skills History +5, Intimidation +12, Religion +5 if wielded in two hands. If the target is a creature, it must
Damage Immunities poison succeed on a DC 16 Constitution saving throw or be cursed
Condition Immunities charmed, frightened, poisoned by Bhaal. The cursed target can’t regain hit points. The curse
Senses darkvision 60 ft., passive Perception 13 lasts until removed by the remove curse spell or other magic.
Languages Abyssal, Common, Infernal
Challenge 15 (13,000 XP) Assassin’s Strike. Sarevok makes an attack with his long
sword. If he hits the target and has advantage on the attack
roll, then he deals an additional 21 (6d6) slashing damage.
Magic Resistance. Sarevok has advantage on saving throws If the target is a creature, it must succeed on a DC 16 Con-
against spells and other magical effects. stitution saving throw or be poisoned for 10 minutes.
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Viconia DeVir Viconia DeVir
Viconia DeVir is an exiled drow cleric in the service Medium humanoid (drow), neutral evil
of Shar, goddess of darkness and loss. Once a
loyal priestess of Lolth in the great drow city of Armor Class. 21 (cloak of protection, plate, shield)
Menzoberranzan, Viconia and House DeVir first lost Hit Points. 81 (18d8)
the Spider Queen’s favor when she refused to sacrifice Speed. 30 ft.
an infant, an act she saw as pointless. In a desperate
attempt to appease Lolth, her own mother arranged STR DEX CON INT WIS CHA
for Viconia to be sacrificed herself. She was saved by 25 (+7) 14 (+2) 10 (+0) 14 (+2) 20 (+5) 14 (+2)
her devoted brother, Valas, who freed her and slew
their mother in the process. For this crime, Valas was Saving Throws Con +5, Wis +10
transformed into a drider, a monstrous centaur-like Skills Insight +10, Persuasion +7, Religion +12
creature with a drow torso grafted onto the body of an Damage Resistances necrotic
immense spider. These events contributed to the once Senses darkvision 60 ft., passive Perception 15
great House DeVir’s destruction at the hands of House Languages Celestial, Common, Elvish
Do’Urden nearly a century ago. Challenge 13 (10,000 XP)
Viconia fled Menzoberranzan and soon left the
Underdark altogether to evade retribution from Lolth’s
Special Equipment. Viconia wears a belt of fire giant
minions. Stripped of most of her spellcasting abilities,
strength and a cloak of protection and wields a mace
she eventually found solace and newfound power in
+3. Without the belt, her strength is 12 and her speed is
the worship of Shar, an ancient deity outside the Dark
reduced to 20 ft.
Seldarine. Like Lolth, Shar is a cruel goddess who val-
ues strength and duplicity. Fey Ancestry. Viconia has advantage on saving throws against
Viconia has now lived apart from drow society for being charmed, and magic can’t put Viconia to sleep.
almost a century. During that time, she traveled with
the Bhaalspawn Abdel Adrian, but eventually their re- Living Shadow. While in dim light or darkness, Viconia has
lationship soured. In recent years, Shar has directed resistance to damage that isn’t force, psychic, or radiant.
her to work with elemental cults that worship the Elder Innate Spellcasting. Viconia’s spellcasting ability is Charis-
Elemental Eye. Viconia has faithfully carried out her ma (spell save DC 15). She can innately cast the following
goddesses wishes, which has often put her into conflict spells, requiring no material components:
with surface organizations such as the Lord’s Alliance
or the Harpers. At will: dancing lights
When not working with cults of elemental evil, 1/Day each: darkness, faerie fire
Viconia travels the Underdark looking for fellow out- Sunlight Sensitivity. While in sunlight, Viconia has disad-
casts. She has put together a motely band including a vantage on attack rolls, as well as on Wisdom (Perception)
pair of driders named Cackle and Backle and a deep checks that rely on sight.
spider that she has raised since she saved it from being
eaten by its mother. She also rides an achaierai that lost Spellcasting. Viconia is a 16th-level spellcaster. Her spellcast-
the rest of its flock to a war band of dwarves. ing ability is Wisdom (spell save DC 18, +10 to hit with spell
attacks). Viconia has the following cleric spells prepared:
Actions
Multiattack. Viconia attacks with her Mace +3 and casts
a spell.
Mace, +3. Melee Weapon Attack: +15 to hit, reach 5 ft., one
target. Hit: 13 (1d6 + 10) bludgeoning damage plus 9 (2d8)
necrotic damage.
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Xzar the Chaos Clone
Xzar was a talented necromancer known for his erratic I have long wondered what a creature without
and bizarre behavior. He worked with the Zhentarim a soul would be like. It is unfortunate that the
for a number of years with a halfling partner named first example is also insane.
Montaron or “Monty,” as Xzar called him. The two of
—Volo
them got involved in the Bhaalspawn incident more than
a century ago and their partnership dissolved soon after.
Xzar decided to attempt a magical ritual that would
turn him into a lich. While successful at achieving this
goal, once he embraced undeath he quickly descended
into insanity. Xzar lost track of his phylactery and thus This reanimated Xzar is missing a soul and because
didn’t feed it the souls required to fuel his undead state. of this he does not feel whole. This has made him even
Several decades later his body had crumbled to dust and more erratic than the original Xzar. Xzar is desperate to
Xzar had devolved into a demilich. create a new soul for himself and everything he does is
Before becoming a lich, Xzar had created a clone as a in pursuit of that goal. He does revere his Slaad creator,
contingency against death. A clone usually remains in- but mostly because Ssendam has promised to aid him
ert until a soul reanimates the body. But the Slaad Lord in his quest to create a soul.
Ssendam was able to animate the clone body by using Xzar is pragmatic and manipulative enough to appear
the power of the Chaos Phage. The animated clone has amicable while sizing up potential allies (or victims).
the base personality of Xzar, along with his magical Many of Xzar’s casual observations come out as gibber-
skills with necromancy. ish, though they can often have cryptic meanings.
Xzar the Chaos Clone Chaos Phage. Xzar’s infusion with the Chaos Phage gives
Medium humanoid (human), chaotic evil him the following benefits:
Armor Class. 15 (18 with mage armor) • Xzar regains 10 hit points at the start of his turn if he has
Hit Points. 88 (16d8 + 16) at least 1 hit point
Speed. 30 ft. • Xzar has advantage on saving throws against spells and
other magical effects
STR DEX CON INT WIS CHA • Xzar has resistance to acid, cold, fire, lightning, thunder
12 (+1) 16 (+3) 12 (+1) 20 (+5) 10 (+0) 12 (+1) • Xzar has darkvision and telepathy to 60 ft.
Grim Harvest (1/Turn). When Xzar kills a creature that is *Necromancy spell of 1st level or higher
neither a construct nor undead with a spell of 1st level or
higher, Xzar regains hit points equal to twice the spell’s Actions
level, or three times if it is a necromancy spell. Staff. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 4 (1d6 + 1) bludgeoning damage.
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128
Chapter 5
Monsters
his bestiary has game statistics for a
dozen monsters. These are monsters that can Achaierai
often be found on the Sword Coast or are allies Large monstrosity, lawful evil
of a particular Campaign Villain. They might
play a role in one of the Hometowns or the Armor Class. 15 (natural armor)
region surrounding it. Feel free to use them Hit Points. 90 (12d10 + 24)
however you like. Speed. 50 ft.
Achaierai STR
18 (+4)
DEX
14 (+2)
CON
14 (+2)
INT
10 (+0)
WIS
12 (+1)
CHA
14 (+2)
Dwelling mostly in the Underdark, achaierai are cunning
avian quadrupeds originally from the plane of Acheron. Skills Perception +4
Tribalistic and organized, they possess a strong—if Senses darkvision 60 ft., passive Perception 14
skewed—sense of justice and will often band together to Languages Infernal
seek bloody vengeance against those who have wronged Challenge 5 (1,800 XP)
their kin. They are highly intelligent, with a strong streak
of sadistic cruelty, compelling them to devise new and
inventive strategies of torture for their victims. Magic Resistance. The achaierai have advantage on saving
Deadly Foes. Achaierai have razor sharp beaks, and throws against spells and other magical effects.
each of their four legs are tipped with savage talons that
can rip an opponent to shreds. They typically hunt in Spring Attack. The achaierai can take the Disengage action
flocks, using coordinated strategy to maximize the effi- as a bonus action on each of its turns.
ciency of their attacks. If an achaierai is threatened, it
can expel a toxic cloud to distract its enemies and flee…
Actions
only to resume the fight again later under more favora- Multiattack. The achaierai makes two attacks with its tal-
ble conditions. ons and one attack with its beak.
A Community of Cruelty. Social creatures by na-
ture, the achaierai typically form small flocks of up to a Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
half-dozen members. However, these flocks are not fam- Hit: 14 (3d6 + 4) piercing damage.
ily. The leader is simply the largest and strongest mem-
Talon. Melee Weapon Attack: +7 to hit, reach 10 ft., one
ber, and in times of food scarcity the weakest members
target. Hit: 8 (1d8 + 4) slashing damage.
are routinely cannibalized. Achaierai can only breed
on their home plane. To increase their numbers in the Reactions
Underdark, they capture wizards and torture them until
they summon more of their kind from Acheron. Because Defensive Cloud. When injured the achaierai can use its
of this, wizards are the only captives the carnivorous reaction to release a cloud of poisonous gas in a 10-foot ra-
achaierai don’t eventually eat. dius. All creatures in the cloud take 7 (2d6) poison damage
A Cycle of Vengeance. Flocks of achaierai have been and must make a DC 15 Constitution saving throw or be
known to band together to wage war upon a svirfneblin poisoned for 1 minute. While poisoned the target is con-
village or drow outpost. These attacks come with little fused as if from a confusion spell. At the end of its turns,
warning, and there are typically no survivors as the rav- the affected target can repeat the Constitution saving throw.
enous achaierai devour everything in sight. For this rea- If it succeeds the confusion ends. Achaierai are immune to
son, the other Underdark races despise the achaierai, the effects of this cloud.
and will even work together to wipe out a flock whenev-
er one is discovered. Inevitably, this triggers retaliation
from other achaierai, leading to an endless cycle of vi-
cious and bloody reprisals.
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131
Bebilith
Bebiliths, or Creepers of the Abyss, are arachnoid
demons that prey upon other demons… though Bebilith
whether they do so out of hunger, cruelty, or a strange Huge fiend (demon), chaotic evil
compulsion to inflict justice on their chaotic evil kin
is unknown. Other demons typically leave the bebilith Armor Class. 17 (natural armor)
alone and killing them is considered a great taboo. Hit Points. 189 (18d12 + 72)
Further adding to the intrigue of their strange mystique, Speed. 40 ft., climb 40 ft.
it is believed several greater demonic beings pay
homage to the bebiliths. STR DEX CON INT WIS CHA
Barbed Horrors. Massive, hulking hunters, bebiliths 16 (+3) 22 (+6) 18 (+4) 11 (+0) 13 (+1) 8 (–1)
possess foreleg claws that can carve through the thick-
est armor like warm butter. They can cast webs imbued Saving Throws Con +8, Wis +5
with searing green fire, and the venom from their bite Skills Perception +5, Stealth +10
causes victims to ignite with green flames that burn Damage Resistances cold, lightning; bludgeoning, piercing,
them alive from the inside out. While their spiderlike ap- and slashing from nonmagical attacks
pearance suggests the demon queen Lolth created them, Damage Immunities fire, poison
most Abyssal scholars have refuted that theory. Their Condition Immunities poisoned
origins are seemingly lost in time, though most suspect Senses blindsight 30 ft., darkvision 60 ft., passive
the bebilith are natural predators that roamed the Abyss Perception 15
long before other demons spread across it in their teem- Languages understands Abyssal but only speaks
ing hordes. telepathically to its own kind
Relentless Hunters. Though they typically feed upon Challenge 12 (8,400 XP)
other demons, a bebilith will attack any creature it en-
counters without hesitation. During the initial strike,
they mark their prey using a combination of phero- Innate Spellcasting. The bebilith can innately cast the fol-
mones and demonic magic. Once marked, a bebilith lowing spell, requiring no material components:
can track its victim across any distance—the only way 3/Day: darkness
to escape pursuit is by killing the bebilith or fleeing the
Abyss. Fortunately, bebiliths cannot be summoned to Relentless Hunter. The bebilith may use a bonus action to
the prime material plane. However, the drow discov- mark prey that it has damaged. Only one creature can be
ered a way to draw their spirits into mechanical, spi- marked at a time. The bebilith always knows the exact loca-
der-like constructs called retrievers, which they use to tion of the marked prey on the current plane of existence,
hunt or track their enemies. cannot be surprised by it, and has advantage on all attack
rolls against it.
Carcerus Prison Spider Climb. The bebilith can climb difficult surfaces, includ-
The demodands of the Carcerus prison in Ust Natha have ing upside down, without needing to make an ability check
tortured a small number of bebilith into doing their bidding. and ignores any movement restrictions caused by webbing.
These bebilith can use their relentless hunter ability on any-
one ever imprisoned in Carcerus. Actions
Multiattack. The Bebilith uses poisoned web if it can and
then makes two melee attacks.
Chapter 5 | Monsters
133
Demodand orders from their kelubar and shator superiors. When
around weaker creatures they are vicious bullies;
Demodands are primal creations of evil and implacable around more powerful beings they become whimper-
agents of destruction. Exiled to Carceri for their chaotic ing cowards. The kelubars are the bureaucrats of the
taint, they are also known as gehreleths or leths. demodands, acting as intermediaries between the lowly
Wardens of the Damned. Though they are trapped farastu and their shator overlords. The kelubar decide
in Carceri, the demodands do not consider themselves which prisoners are rewarded, and which should be
prisoners. Instead, they are the self-appointed wardens punished with extra torments. The shators make up the
and jailors of the Tarterian Depths. They derive pleas- ruling caste, effectively serving as prison wardens to the
ure from tormenting and terrorizing their fellow captives lower-ranked guards.
through acts of brutality, cruelly taunting them the entire The Memory of Eons. Each shator possesses an ob-
time. However, they make no distinction between those sidian triangle. These powerful magical artifacts grant
actually condemned to Carceri, and planar travelers just the demodands access to the collective memory of their
passing through. As far as the demodand are concerned, kind; a shared recollection stretching back to the very
all must be prevented from escaping at any cost. dawn of time. The shators primarily use the triangles to
A Trio of the Grotesque. Demodands have three track the identity of every being that has ever escaped
castes, each with a form so repulsive even other deni- Carceri, concocting elaborate, generation-spanning
zens of the Lower Planes view them with disgust. The strategies to recapture these fugitive souls.
farastu are forced to do the most menial tasks, under
Demodand, Farastu Keen Smell. The farastu has advantage on Wisdom (Percep-
tion) checks that rely on smell.
Medium fiend, neutral evil
Magic Resistance. The farastu has advantage on saving
Armor Class. 16 (natural armor) throws against spells and other magical effects.
Hit Points. 71 (11d8 + 22)
Speed. 40 ft. Magic Weapons. The farastu’s weapon attacks are magical.
STR DEX CON INT WIS CHA Reckless. At the start of its turn, the farastu can gain advan-
19 (+4) 13 (+1) 14 (+2) 8 (-1) 12 (+1) 16 (+3) tage on all melee weapon attack rolls it makes during that
turn, but attack rolls against it have advantage until the start
Saving Throws Str +7, Con +5 of its next turn.
Skills Athletics +7
Damage Resistances cold; bludgeoning, piercing, and
Actions
slashing from nonmagical attacks that aren’t silvered Multiattack. The farastu makes two claw or bite attacks.
Damage Immunities acid, fire, poison
Condition Immunities poisoned Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Senses darkvision 120 ft., passive Perception 11 target. Hit: 7 (1d6 + 4) slashing damage. The target is held
Languages Abyssal fast by the farastu’s adhesive slime (grappled, escape DC
Challenge 7 (2,900 XP) 15) if the farastu isn’t already grappling a creature.
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Demodand, Kelubar Keen Smell. The kelubar has advantage on Wisdom (Percep-
tion) checks that rely on smell.
Medium fiend, neutral evil
Magic Resistance. The kelubar has advantage on saving
Armor Class. 17 (natural armor) throws against spells and other magical effects.
Hit Points. 97 (13d8 + 39)
Speed. 30 ft., fly 60 ft. Magic Weapons. The kelubar’s weapon attacks are magical.
STR DEX CON INT WIS CHA Reckless. At the start of its turn, the kelubar can gain advan-
20 (+5) 13 (+1) 17 (+3) 14 (+2) 15 (+2) 18 (+4) tage on all melee weapon attack rolls it makes during that
turn, but attack rolls against it have advantage until the start
Saving Throws Str +9, Con +7, Cha +8 of its next turn.
Skills Athletics +9, Insight +6, Persuasion +8 Sneak Attack (1/Turn). The kelubar deals an extra 14 (4d6)
Damage Resistances cold; bludgeoning, piercing, and damage when it hits a target with a weapon attack and has
slashing from nonmagical attacks that aren’t silvered advantage on the attack roll, or when the target is within 5
Damage Immunities acid, fire, poison ft. of an ally of the kelubar that isn’t incapacitated and the
Condition Immunities poisoned kelubar doesn’t have disadvantage on the attack roll.
Senses darkvision 120 ft., passive Perception 12
Languages Abyssal, Common Stench. Any creature that is not a demodand and starts its
Challenge 11 (7,200 XP) turn within 30 feet of the kelubar must succeed on a DC 16
Constitution saving throw or be poisoned. On a successful
saving throw, the creature is immune to the stench of this
Devil’s Sight. Magical darkness doesn’t impede the kelubar for 1 hour.
kelubar’s darkvision.
Me and Boo
donuts and Boolike many sticky things, mo
sticky things b ’s favorite, candied pecan st e specially
elong on the p s.
ointy end of a But some
sword.
MINSC & BOO
!
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136
Demodands are difficult to study since they usually never leave their native plane
of Carceri. However, the prison in Ust Natha presents a unique opportunity to
view them up close. Not that I enjoyed the experience.
—Volo
Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one tar-
Devil’s Sight. Magical darkness doesn’t impede the shator’s get. Hit: 25 (4d8 + 7) piercing damage plus 14 (4d6)
darkvision. acid damage.
Innate Spellcasting. The shator’s innate spellcasting ability Poisonous Spit (Recharge 5-6). The shator exhales poison-
is Charisma (spell save DC 18, +10 to hit with spell attacks). ous spit in a 20-foot line that is 5 feet wide. Each creature in
It can innately cast the following spells, requiring no materi- that line must make a DC 18 Dexterity saving throw, taking
al components: 36 (8d8) acid damage on a failed save and becoming para-
lyzed for 1 minute. A creature can repeat the saving throw at
At will: clairvoyance, detect magic, magic missile,
the end of each of its turns, ending the paralyzed effect on
invisibility (self only), spider climb, tongues
itself on a success. The creature takes 18 (4d8) acid damage
3/day each: cloudkill, tasha’s hideous laughter
on a successful save.
2/day each: dispel magic, plane shift
Summon Reinforcements (Recharges after a Short or
Keen Smell. The shator has advantage on Wisdom (Percep-
Long Rest). If the shator rolls 1-2 on a d6 it summons in
tion) checks that rely on smell.
two farastu, a result of 3-4 summons in one shator.
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137
Dopplegangers are enigmatic creatures.
While they can be charismatic if they
desire to be, they are moody by nature
and dangerous if provoked. Dread Doppelganger
Medium monstrosity (shapechanger), neutral evil
—Volo
Armor Class 15
Hit Points 78 (12d8 + 24)
Speed 40 ft.
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139
Gibberling
Gibberlings are small, feral humanoids believed to have
originally come from the Far Realm, a distant plane
characterized by chaos and madness. However, just
how these creatures reached the Prime Material Plane
and Faerûn is unknown. Regardless, these deadly, wild
creatures have become an increasingly common sight Gibberlings are appropriately named,
for unfortunate travelers along the Sword Coast who
for they babble, or should I say gibber,
stray from major roads at night. Luckily, the gibberlings’
intense fear of all sources of light, including fire, make incessantly. They are unpredictable and
safeguarding camps and settlements a simple task. thus barely worthy of any kind of research.
Madness Made Flesh. Gibberlings are short, squat Thus, why I didn’t include them in my
creatures roughly the same height as the average book “Volo’s Guide to Monsters”.
gnome, though their hunched posture makes them ap- —Volo
pear to be even smaller. Thick black fur covers most of
their muscular bodies, though bare patches of sickly
gray skin are found on their faces, arms, and legs. Jet-
black eyes and a perpetual deranged grin adorn the bes-
tial face of a gibberling, which is framed by pointed ears
topped with hairy tufts.
Chattering Hunger. Gibberlings roam the wilderness
in large groups, largely preferring to stay within dense Gibberling
forests and caverns. They are exclusively carnivorous Small aberration, chaotic neutral
and do not hesitate to eat the flesh of their fallen kin.
Gibberlings are rarely able to surprise their prey, as they Armor Class 12
constantly shriek, howl, and chatter. Although these vo- Hit Points 7 (2d6)
calizations appear to be a form communication, the few Speed 25 ft.
linguists who study these creatures have concluded that
these noises are not a language. STR DEX CON INT WIS CHA
Unpredictable Combatants. Even a novice adventur- 10 (+0) 15 (+2) 10 (+0) 6 (–2) 8 (–1) 8 (–1)
er could make short work of a single gibberling, though
they always travel in packs. If left unchecked, these Skills Stealth +4
groups swell to vast hordes that devour everything in Damage Resistances psychic
their path. Despite their animalistic behavior, gibber- Condition Immunities charmed, frightened,
lings are intelligent enough to wield weapons, albeit Senses darkvision 60 ft., passive Perception 9
ones stolen from victims rather than forged themselves. Languages —
When such arms are unavailable, gibberlings improvise Challenge 1/4 (50 XP)
using rocks, bones, and large sticks. Gibberlings lack
any sense of self-preservation; with no concept of re- Reckless. At the start of its turn, the gibberling can gain
treat, a gibberling always fights to the death. advantage on all melee weapon attack rolls during that turn,
but attack rolls against it have advantage until the start of
its next turn.
l ark b l a r k . Actions
b l a rk b l a r kb
J ag A j aG a J a G aJa g Aj Ag a!? Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 4 (1d4 + 2) piercing damage.
—Gibberling Swarm. Melee Weapon Attack: +4 to hit, reach 5 ft., one tar-
get. The target is grappled (escape DC 10). All gibberlings
within 5 ft. of the target can use a reaction to make a dagger
attack with advantage on the attack roll.
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141
Hamadryad
These fey come into being when the home tree of a
dryad is destroyed or becomes corrupted by foul magic.
If the dryad isn’t killed she slowly wastes away and over
the course of several months becomes a hamadryad.
Hamadryads are mad creatures that seek vengeance Hamadryad
against any non-fey that wanders into the deep places of Medium fey, chaotic neutral
the wood that is their home.
Beauty Lost. Hamadryads do not retain the beauty Armor Class 12 (16 with barkskin)
that they had before whatever tragedy befell them. Their Hit Points 32 (5d8 + 10)
mouths have vanished and their laughter is forever gone. Speed 30 ft.
The beautiful feminine forms dryads are famed for have
become twisted. Their emerald skin is grey and sickly STR DEX CON INT WIS CHA
and their very touch is corrupt and poisonous. 10 (+0) 16 (+3) 14 (+2) 14 (+2) 10 (+0) 15 (+2)
Madness. Hamadryads rarely behave in a manner
that seems rational. They might viciously attack an in- Skills Perception +2, Stealth +6
truder and then vanish, only to return later when their Senses darkvision 60ft., passive Perception 12
mood changes. Sometimes they might help a group of Languages Sylvan
adventurers against evil creatures only to turn on the ad- Challenge 2 (450 XP)
venturers once their mutual foe is vanquished.
Innate Spellcasting. The hamadryad’s spellcasting ability is
Charisma (spell save DC 12). It can innately cast the follow-
ing spells, requiring no components:
I cannot drin k the water. Speak with Beasts and Plants. The hamadryad can commu-
nicate with Beasts and Plants as if they shared a language.
My leav es wither and die. Tree Stride. Once on her turn, the hamadryad can use 10
I cannot drin k... ft. of her Movement to step magically into one living tree
within her reach and emerge from a second living tree with-
—Hamadryad in 60 ft. of the first tree, appearing in an unoccupied space
within 5 ft. of the second tree. Both trees must be Large in
size (or bigger).
Actions
Multiattack. The hamadryad makes two melee attacks.
It is a sad thing when one of nature’s most beautiful fey is corrupted into a
hamadryad. Be careful about feeling too much sympathy for them, for they are
fearsome when someone trespasses into their territory.
—Volo
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143
Sirenes are seen in only a few places in Faerûn. Obviously, the Sword Coast
region is one such place. Sirenes have also been sighted in the Sea of Fallen
Stars and the Moonsea lake. There are rumors that sirenes can be found at
the courts of storm giant lords.
—Volo
Sirene Sirene
Sirenes are fey creatures that live along the cliffs and Medium fey, chaotic neutral
jagged rocks of the Sword Coast. Equally comfortable
on land or beneath the waves, sirenes prefer to keep Armor Class 14
close to shore and rarely go out into deep water. They Hit Points 36 (8d8)
are famed for their beautiful singing that often lures Speed 30 ft., swim 30 ft.
sailors to steer their ships to disaster on the coast.
Territorial. Sirenes live together in small bands. They STR DEX CON INT WIS CHA
are extremely territorial and try to drive out any other 12 (+1) 18 (+4) 11 (+0) 12 (+1) 10 (+0) 16 (+3)
humanoid that trespasses in their domain. They initially
use non-deadly means to convince intruders to leave, but Skills Performance +5, Persuasion +5, Stealth +6
if that is not successful, they are willing to kill. Senses darkvision 60ft., passive Perception 10
Beautiful Song. Sirenes love to sing and use their Languages Common, Elvish, Sylvan
music to communicate amongst themselves. Their Challenge 3 (700 XP)
songs are beautiful and haunting, but usually not mag-
ical in nature. Only when they are in danger will they
weave magic into their songs. Amphibious. The sirene can breathe air and water.
Skilled Warriors. Sirenes are deadly warriors who
Magic Resistance. The sirene has advantage on saving
use their skills to hunt for food and to kill those who
throws against spells and other magical effects.
trespass on their territory. Their wicked daggers are
made from bone and are their primary weapon when Innate Spellcasting. The sirene's spellcasting ability is Cha-
they travel beneath the water. They store their bows risma (spell save DC 13). It can innately cast the following
close to shore, ready to be retrieved if needed. spells, requiring no components:
Actions
Multiattack. The sirene makes two dagger attacks or two
shortbow attacks.
ortal.
Come no closer, m Dagger. Melee Weapon Attack: +6 to hit, range 5 ft., one
target. Hit: 6 (1d4 + 4)
sters and
We sing for our si
ean. Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft.,
we sing for the oc one target. Hit: 7 (1d6 + 4) piercing damage.
u.
We sing not for yo
—Sirene
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145
Phaerimm phaerimm language is incomprehensible to human-
oids, even with the use of magical assistance. However,
Highly intelligent, phaerimms are malevolent a phaerimm can use telepathic magic to communi-
aberrations that dwell deep beneath the surface of the cate with other beings through its slaves, though due
world. Natural spellcasters, they delight in bringing to their solitary existence they seldom have need to
pain and suffering to others. It is said phaerimms would communicate at all. The only real exception occurs on
willingly wipe every other being from existence, save for those rare occasions when several phaerimm will work
the fact they would then lack slaves to torture for sport. together to defeat an enemy that is too strong for them
Monstrous Horrors. Phaerimms are hideous looking to face individually.
creatures—bulbous bodies with spindly arms and legs, An Endangered Species. Phaerimms were pushed
topped by a gaping maw filled with row upon row of to the edge of extinction thousands of years ago by the
razor-sharp teeth. Their evil magic drains life and mois- ancient Netherese wizards. Only a few isolated pockets
ture from the natural world, and the Anauroch Desert still exist, typically sealed away in deep chambers by
was created through extensive use of their powers. their enemies. Phaerimms still have a particular hatred
Mental Enslavement. A phaerimm’s mind-con- for tomb tappers, a Netherese construct that is immune
trolling abilities rival those of any mind flayer or to their mind control. Their population has been slow to
beholder. Extremely solitary beings, they surround recover from this purge, as a phaerimm is only capable
themselves with a retinue of mentally dominated crea- of producing a single egg every century. This egg must
tures that serve as bodyguards, soldiers, and hunters. be injected into a host through a stinger on the phaer-
When these thralls cease to be useful, they are slaugh- imm’s tail, which paralyzes the victim. The larva then
tered and devoured by their phaerimm master. The consumes the host—still alive—from the inside.
Phaerimm Cantrips (at will): mage hand, minor illusion, poison spray,
ray of frost
Large aberration, neutral evil
1st level (4 slots): dissonant whispers, magic missile, shield
Armor Class. 18 (natural armor) 2nd level (3 slots): crown of madness, detect thoughts,
Hit Points. 144 (17d10 + 51) phantasmal force
Speed. 15 ft., fly 30 ft. (hover) 3rd level (3 slots): fireball, fear, hypnotic pattern
4th level (3 slots): confusion, greater invisibility,
STR DEX CON INT WIS CHA phantasmal killer
20 (+5) 13 (+1) 16 (+3) 19 (+4) 20 (+5) 23 (+6) 5th level (2 slots): dominate person, hold monster, telekinesis
6th level (1 slot): chain lightning, mass suggestion
Saving Throws Int +9, Cha +11 7th level (1 slot): prismatic spray, reverse gravity
Skills Arcana +9, Insight +10 8th level (1 slot): dominate monster
Damage Resistances bludgeoning, piercing, and slashing
from nonmagical attacks
Actions
Condition Immunities petrified Multiattack. The phaerimm makes four attacks with its
Senses truesight 120 ft., passive Perception 15 claws and a bite or stinger attack. Alternatively, it attacks
Languages Undercommon, understands Common, with two claws and casts one spell.
telepathy 100 ft.
Challenge 15 (13,000 XP) Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one
target. Hit: 12 (2d6 + 5) piercing damage.
Arcane Sight. The phaerimm discerns the location of all Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one
magical auras within sight and knows which creatures with- target. Hit: 14 (2d8 + 5) piercing damage.
in 60 feet are spellcasters.
Stinger. Melee Weapon Attack: +10 to hit, reach 10 ft., one
Extended Concentration. The phaerimm can concentrate target. Hit: 12 (2d6 + 5) piercing damage. If the target fails a
on two different spells at the same time. If concentration is DC 18 Constitution saving throw, they will be paralyzed for 1
broken, then both spells fade immediately. minute. The phaerimm’s poison forces the paralyzed target
to float five feet above the ground. The target may repeat
Immutable Form. The phaerimm is immune to any spell or the saving throw at the end of each of it’s turns.
effect that would alter its form.
Implant. The phaerimm uses an action to do a stinger
Magic Resistance. The phaerimm has advantage on saving attack against a paralyzed target. If the stinger hits, an egg
throws against spells and other magical effects. is implanted in the target. This egg can only be removed by
spells that cure disease, such as lesser restoration. If the
Innate Spellcasting. The phaerimm is a 15th-level
egg is not removed within 90 days, the larva emerges, and
spellcaster. It’s innate spellcasting ability is Charisma (spell
the host is killed. A phaerimm has a single egg so may only
save DC 19, +11 to hit with spell attacks). It can innately cast
use this ability once.
the following spells, requiring no material components:
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147
Skeleton Lord Fear Aura. Any creature hostile to the skeleton lord that
starts its turn within 20 feet of the skeleton lord must make
Medium undead, lawful evil
a DC 17 Wisdom saving throw, unless the skeleton lord is
Armor Class 18 (plate armor) Incapacitated. On a failed save, the creature is Frightened
Hit Points 136 (16d8 + 64) until the start of its next turn. If a creature's saving throw
Speed 30 ft. is successful, then the creature is immune to the skeleton
lord's Fear Aura for the next 24 hours.
STR DEX CON INT WIS CHA Magic Resistance. The skeleton lord has advantage on sav-
20 (+5) 14 (+2) 18 (+4) 18 (+4) 12 (+1) 12 (+1)
ing throws against spells and other magical effects.
Damage Vulnerabilities bludgeoning from magical attacks Magic Weapons. The skeleton lord's weapon attacks are
Damage Resistances cold, necrotic magical and gain a +3 advantage to attack and damage rolls
Damage Immunities poison; bludgeoning, piercing and (included in the attack).
slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, Actions
poisoned
Multiattack. The skeleton lord makes three greatsword attacks.
Senses darkvision 120 ft., passive Perception 10
Languages all the languages it knew in life Greatsword. Melee Weapon Attack: +12 to hit, reach 5 ft.,
Challenge 9 (5,000 XP) one target. Hit: 16 (2d6 + 9) slashing damage.
Skeleton Warrior Skeleton Warrior
Held together by necromantic energy, skeleton warriors Medium undead, lawful evil
are distinguished by their high intelligence and
considerable battle prowess. All skeleton warriors retain Armor Class 18 (plate armor)
the ability to understand languages they knew in life and Hit Points 90 (12d8 + 36)
most are capable of speech, standing in stark contrast to Speed 30 ft.
the mindless and far more common skeletons faced by
most adventurers. Only the most skilled necromancers STR DEX CON INT WIS CHA
are able to raise a skeleton warrior, which are prized 16 (+3) 14 (+2) 16 (+3) 16 (+3) 12 (+1) 12 (+1)
for use as bodyguards and sentinels. Necromancers
must use the remains of powerful warriors in order to Damage Vulnerabilities bludgeoning from magical attacks
create a skeleton warrior. Even if a mage succeeds in Damage Resistances cold, necrotic
their task, however, the creatures are difficult to control Damage Immunities poison; bludgeoning, piercing and
unless the mage has the golden circlet that contains the slashing from nonmagical attacks
undead warrior’s soul. Like other skeletons, skeleton Condition Immunities charmed, exhaustion, frightened,
warriors are resistant to most forms of damage but poisoned
vulnerable to bludgeoning; blunt trauma is required Senses darkvision 120 ft., passive Perception 10
to knock dry bones out of place. In addition, skeleton Languages all the languages it knew in life
warriors are highly resistant to magical effects. Challenge 5 (1,800 XP)
Battle Beyond Death. Skeleton warriors are created
from the remains of great fighters and retain their skills
in undeath. Many are former adventurers or prominent Magic Resistance. The skeleton warrior has advantage on
lords who died in battle. Skeleton warriors wield fear- saving throws against spells and other magical effects.
some two-handed greatswords and wear heavy, often
Magic Weapons. The skeleton warrior’s weapon attacks are
ornate, armor that has tarnished with age.
magical and gain a +3 advantage to attack and damage rolls
Undead Commanders. Skeleton warriors are typical-
(included in the attack).
ly solitary guardians and do not usually associate with
other undead unless under the active control of a necro- Actions
mancer. In such cases, a skeleton warrior may lead a de-
tachment of more dim-witted skeletons, directing them Multiattack. The skeleton warrior makes two greatsword
to use tactics normally out of reach. attacks.
Skeleton Lords. Some skeleton warriors are creat-
ed using the remains and souls of powerful lords such Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one
as kings or other nobility. These skeleton warriors are target. Hit: 13 (2d6 + 6) slashing damage.
more powerful than others of their kind and radiate an
aura of cold and fear that can chill the heart of even the
bravest champion. Controlling Skeleton Warriors
Soul Circlets. When a skeleton warrior is created, its Someone wearing a skeleton warrior or skeleton lord’s gold-
soul is trapped within a magical gold circlet, which is en circlet can use an action to take control of the undead
used to control the creature. This artifact is what binds creature if it is within 100 ft. There is no saving throw allowed
a skeleton warrior to the Prime Material plane. Skeleton against this control. This control is complete and allows the
warriors are driven to recover their circlets and most wearer of the golden circlet to issue commands through a
that succeed choose to destroy the items, ending their telepathic link. The skeleton warrior or lord will do its best
ghoulish existence. to obey simple commands such as “attack that creature” or
“move over there”. If the skeleton warrior or lord does not re-
ceive any orders it will defend itself as best as it is able.
getting
sure sign that so me EVIL wizard is sleeping
are a ould be
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ch
up to no good. Min t ambulating around as if in searemail and magic
in their graves-noyo u sa y th
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swor n there, anyway?
B
does evil find dow MINSC & BOO!
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149
Sword Spider Deep Spider
Sword spiders are a type of giant arachnid that stalk Huge beast, unaligned
the forests and caverns of Faerûn, walking on legs that
resemble razor-sharp blades. These solitary predators Armor Class. 15 (natural armor)
move incredibly fast and with great stealth for their Hit Points. 95 (10d12 + 30)
large size. The sword spider’s sleek, 12-foot-long body Speed. 30 ft., climb 30 ft.
is encased in a durable black exoskeleton covered in
fine dark hairs. Although their eyesight is poor, sword STR DEX CON INT WIS CHA
spiders locate their prey using tremorsense to feel for 20 (+5) 14 (+2) 16 (+3) 6 (--2) 12 (+1) 4 (--3)
minute vibrations in the ground.
Natural Weapons. All eight legs of a sword spider end Skills Stealth +8
in thick chitinous plates with serrated ridges. However, Senses tremorsense 60 ft., passive Perception 11
its primary weapons are its front two legs, which look Languages —
like a pair of massive curved swords. Its victims are Challenge 7 (2,900 XP)
impaled upon these limbs and brought close enough for
the spider to deliver its poisonous bite. Once slain, its
prey is then chopped up into manageable morsels that Spider Climb. The deep spider can climb difficult surfaces,
can be fed into its cavernous maw lined with multiple including upside down on ceilings, without needing to make
rows of crooked fangs an ability check.
Death From Above. Rather than trapping its food with- Web Sense. While in contact with a web, the deep spider
in a pre-constructed web, sword spiders prefer to wait knows the exact location of any other creature in contact
for prey high up in tree branches and on cavern walls. with the same web.
(Despite their large frames, sword spiders retain the ability
to cling to most surfaces, making them adept climbers.) Web Walker. The deep spider ignores movement restric-
Once it spots its prey, the spider sprays the creature with a tions caused by webbing.
restraining web and drops down with all eight of its lethal
legs extended to impale its meal. When hunting in areas
Actions
not conducive to this strategy, sword spiders instead stalk Multiattack. The deep spider makes two foreleg attacks
and chase their prey like big cats and are able to leap and one bite attack.
forward up to 30 feet, lashing out with their forelimbs.
Deep Spiders. Sword spiders are native to the jun- Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
gles of Mhair on the Chultan Peninsula in southwest Hit: 14 (2d8 + 5) piercing damage, and the target must make a
Faerûn. Drow traders brought them to the Underdark DC 14 Constitution saving throw, taking 18 (4d8) poison dam-
where they were bred for use in battle under the con- age on a failed save, or half as much damage on a successful
trol of Lolthite priestesses. These variants are called one. If the poison damage reduces the target to 0 hit points,
the target is stable but poisoned for 1 hour, even after regain-
deep spiders and many have since escaped their pens
ing hit points, and is paralyzed while poisoned in this way.
and, with the ability to tolerate a wide range of climates,
adapted quickly to their new subterranean homes. Foreleg. Melee Weapon Attack: +8 to hit, reach 5 ft., one
These creatures soon spread throughout the Underdark target. Hit: 19 (4d6 + 5) slashing damage.
with many finding their way to the surface.
Sword Spider Web Sense. While in contact with a web, the sword spider
knows the exact location of any other creature in contact
Large beast, unaligned
with the same web.
Armor Class. 16 (natural armor) Web Walker. The sword spider ignores movement restric-
Hit Points. 45 (6d10 + 12) tions caused by webbing.
Speed. 30 ft., climb 30 ft.
Actions
STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 14 (+2) 6 (–2) 12 (+1) 4 (–3) Multiattack. The sword spider makes two foreleg attacks
and one bite attack.
Skills Stealth +7 Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Senses tremorsense 60 ft., passive Perception 11 Hit: 7 (1d8 + 3) piercing damage, and the target must make a
Languages — DC 12 Constitution saving throw, taking 9 (2d8) poison dam-
Challenge 3 (700 XP) age on a failed save, or half as much damage on a successful
one. If the poison damage reduces the target to 0 hit points,
Spider Climb. The sword spider can climb difficult surfaces, the target is stable but poisoned for 1 hour, even after regain-
including upside down on ceilings, without needing to make ing hit points, and is paralyzed while poisoned in this way.
an ability check. Foreleg. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 3) slashing damage.
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151
Tasloi
Lanky but small goblin-like creatures, tasloi largely dwell
in the dense tropical forests of southern Faerûn. However,
groups of tasloi have made their way northwards to
the Sword Coast, with a notable enclave within the
Cloakwood. With vibrant green skin covered by a thin
layer of coarse black hair, tasloi can perfectly blend in Tasloi
with their surroundings with only the faint glow of their Small humanoid, chaotic evil
golden, almost feline eyes betraying their presence.
Although generally less intelligent than humans, tasloi Armor Class 13
can be quite clever, using superior numbers and pack Hit Points 5 (2d6 - 2)
tactics to make them surprisingly formidable foes. Speed 25 ft., climb 25 ft.
Tree Dwellers. Tasloi prefer the low-light conditions
of jungle canopies and avoid direct sunlight altogether. STR DEX CON INT WIS CHA
In more temperate areas where foliage is sparse, such 8 (–1) 16 (+3) 8 (–1) 12 (+1) 9 (–1) 12 (+1)
as the forests of the Sword Coast, they largely limit their
activities to dawn and dusk. Expert climbers, the tasloi’s Skills Stealth +5, Perception +1
long arms allow them to rapidly move among treetops by Senses darkvision 60 ft., passive Perception 11
leaping from branches and swinging from vines. Tasloi Languages Common, Sylvan, Tasloi
are less at home on the ground, where they knuckle-walk Challenge 1/4 (50 XP)
by adopting a crouched position similar to that of an ape.
Social Creatures. Tasloi live in a loosely structured
Nimble Escape. The tasloi can take the Disengage or Hide
tribal society together in bands that consist of multiple
action as a bonus action on each of its turns.
individual families. Most tasloi communities build homes
in trees surrounded by interconnected platforms high Javelin Expert. Tasloi can use their Dexterity score for attack
off the ground. Tasloi have a deep fear of being alone, and damage rolls with a javelin, just as if the javelin had the
which is reinforced by their culture’s many superstitions. finesse property.
They practice a form of husbandry, raising giant rats and
other large vermin as livestock, both for food and use as Actions
mounts. Tasloi mostly speak a language unique to their
kind, but some have learned to speak a broken form of Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Common. Although vicious, these opportunists can be target. Hit: 5 (1d6 + 2) piercing damage.
reasoned with under the right circumstances. Net. Ranged Weapon Attack: +3 to hit, range 5/15 ft., one
Ambush Predators. Although tasloi can and will eat Large or smaller creature. Hit: The target is restrained. A
almost anything, they have a strong preference for fresh creature can use its action to make a DC 10 Strength check
meat, especially that of humans, elves, and other hu- to free itself or another creature in a net, ending the effect
manoids. They are known take advantage of much more on a success. Dealing 5 slashing damage to the net (AC 10)
fearsome monsters by staking out escape routes from frees the target without harming it and destroys the net.
their lairs and luring already-injured adventurers into a
trap. Tasloi also use hit-and-run tactics and other tech- Javelin. Ranged Weapon Attack: +5 to hit, range 30/120 ft.,
niques that take advantage of their familiarity with their one target. Hit: 6 (1d6 + 3) piercing damage.
forest homes.
Tasloi Sniper Nimble Escape. The tasloi can take the Disengage or Hide
Small humanoid (goblinoid), chaotic evil action as a bonus action on each of its turns.
Javelin Expert. Tasloi can use their Dexterity score for attack
Armor Class. 14
and damage rolls with a javelin, just as if the javelin had the
Hit Points. 15 (6d6 - 6) finesse property.
Speed. 25 ft., climb 25 ft.
Actions
STR DEX CON INT WIS CHA
8 (–1) 18 (+4) 8 (–1) 12 (+1) 10 (+0) 12 (+1) Blowgun. Ranged Weapon Attack: +6 to hit, range 25/100 ft.,
one target. Hit: 5 (1 + 4) piercing damage and 7 (2d6) poi-
Skills Stealth +8 son damage. The target must succeed on a DC 9 Constitu-
Senses darkvision 60 ft., passive Perception 10 tion saving throw or be poisoned for one hour.
Languages Goblin, Sylvan, Tasloi
Javelin. Ranged Weapon Attack: +6 to hit, range 30/120 ft.,
Challenge 1 (200 XP)
one target. Hit: 7 (1d6 + 4) piercing damage.
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 7 (1d6 + 4) piercing damage.
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153
Wolfwere Alpha Pack Tactics. The wolfwere has advantage on an attack roll
Medium humanoid (beast, shapechanger), chaotic evil against a creature if at least one of the wolfwere’s allies is
within 5 ft. of the creature and the ally isn’t incapacitated.
Armor Class 12 humanoid form, 13 (natural armor) wolf/
hybrid form Actions
Hit Points 104 (16d8 + 32) Multiattack (Hybrid form only). The wolfwere makes three
Speed 30 ft. (40 ft. in dire wolf form) attacks: one with its bite and two with its claws.
STR DEX CON INT WIS CHA Longsword (Humanoid form only). Melee Weapon Attack:
20 (+5) 14 (+2) 14 (+2) 10 (+0) 8 (–1) 16 (+3) +8 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 5) slashing
damage or 11 (1d10 + 6) slashing damage if used with two
Skills Perception +6 hands.
Damage Immunities bludgeoning, piercing, and slashing
Bite (Wolf or Hybrid form only). Melee Weapon Attack: +8
damage from nonmagical weapons that aren’t iron
to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing
Senses passive Perception 16
damage. If the target is a creature, it must succeed on a DC
Languages Common (can’t speak in wolf form)
15 Strength saving throw or be knocked prone.
Challenge 6 (2,300 XP)
Claws (Hybrid form only). Melee Weapon Attack: +8 to hit,
reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage.
Shapechanger. The wolfwere can use its action to poly-
morph into a wolf-humanoid hybrid or into a human or elf, Lethargic Song (Humanoid form only). The wolfwere plays
or back into its true form, which is a dire wolf. Its statistics, a magical melody on an instrument. Every humanoid within
other than its AC, are the same in each form. Any equip- 200 ft. of the wolfwere that can hear the melody must
ment it is wearing or carrying isn’t transformed. It reverts to succeed on a DC 16 Wisdom saving throw or be slowed for
its true form if it dies. 10 minutes. A creature can repeat the saving throw at the end
of each of its turns. If a creature’s saving throw is successful,
Keen Hearing and Smell. The wolfwere has advantage on the effect ends on it. A target that successfully saves is
Wisdom (Perception) checks that rely on hearing or smell. immune to this wolfwere’s melody for the next 24 hours.
Shhhh... close your eyes.
Wolfwere Dream of starlight, dream of sights unseen,
Wolfweres are shapeshifters that have the natural and I shall join you soon.
form of a large wolf but can transform at will into both
humanoid and bipedal hybrid shapes. These hateful
-Wolfwere
creatures are much more intelligent than a normal
wolf and use this preternatural cunning to hunt their
favorite prey: humans. Although some believe them to Wolfwere
be the offspring of werewolves and normal wolves— Medium humanoid (beast, shapechanger), chaotic evil
and this may very well be their origin—wolfweres are
their own species and their form of lycanthropy is not Armor Class 12 humanoid form, 13 (natural armor) wolf/
a transmissible curse or disease. Like werewolves, hybrid form
wolfweres are repelled by wolfsbane but are vulnerable Hit Points 55 (10d8 + 10)
to iron rather than silver weapons. Speed 30 ft. (40 ft. in dire wolf form)
Strange Packs. Although some wolfweres are soli-
tary, others choose to stay in familial bands. However, STR DEX CON INT WIS CHA
they most often run in packs of normal wolves or 18 (+4) 14 (+2) 12 (+1) 10 (+0) 8 (–1) 15 (+2)
worgs. Wolfweres are able to influence and command
these beasts, making them much more vicious and Skills Perception +4
bolder. Rarely, a wolfwere may choose to blend in with Damage Immunities bludgeoning, piercing, and slashing
human society. Wolfweres never associate with were- damage from nonmagical weapons that aren’t iron
wolves, as the two share a mutual hatred and will at- Senses passive Perception 13
tack each other unprovoked. Languages Common (can’t speak in wolf form)
Myriad Forms. A wolfwere’s natural form is similar Challenge 4 (1,100 XP)
in size and appearance to that of a dire wolf. In combat,
they usually shift into a hybrid form, which is able to
both bite and use weapons with its human-like hands. Shapechanger. The wolfwere can use its action to poly-
To trick stronger prey, a wolfwere dons a charismatic morph into a wolf-humanoid hybrid or into a human or elf,
human shape. Unlike werewolves, wolfweres have no or back into its true form, which is a dire wolf. Its statistics,
single humanoid form to revert to. Instead, a wolfw- other than its AC, are the same in each form. Any equip-
ere can transform into any humanoid shape it desires, ment it is wearing or carrying isn’t transformed. It reverts to
though they almost universally choose ones with great its true form if it dies.
physical beauty. Wolfweres have the ability to sense Keen Hearing and Smell. The wolfwere has advantage on
what their particular prey would find attractive and as- Wisdom (Perception) checks that rely on hearing or smell.
sume a seductive disguise. Wolfweres have less control
over their appearance when they involuntarily transform Pack Tactics. The wolfwere has advantage on an attack roll
under a new moon, though they usually assume a shape against a creature if at least one of the wolfwere’s allies is
they have taken on recently. within 5 ft. of the creature and the ally isn’t incapacitated.
A Sedating Melody. While in their humanoid forms,
wolfweres have the ability to sing a song that induces a Actions
lethargy in their prey that is similar to a slow spell. Many Multiattack (Hybrid form only). The wolfwere makes two
wolfweres play stringed instruments and pose as bards to attacks: one with its bite and one with its claws.
avoid arousing suspicion while they work their charms.
Longsword (Humanoid form only). Melee Weapon Attack:
+7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 4) slashing
damage or 10 (1d10 + 5) slashing damage if used with
two hands.
Bite (Wolf or Hybrid form only). Melee Weapon Attack:
+7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing
damage. If the target is a creature, it must succeed on a
that
I remember being told perfect DC 14 Strength saving throw or be knocked prone.
’ s
wolfweres were nature with Claws (Hybrid form only). Melee Weapon Attack: +7 to hit,
predator. Boo disagreed thing reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.
this though. There is nopissed of f
more fearsome than a Lethargic Song (Humanoid form only). The wolfwere plays
a magical melody on an instrument. Every humanoid within
space hamster! MINSC 200 ft. of the wolfwere that can hear the melody must suc-
ceed on a DC 13 Wisdom saving throw or be slowed for 10
minutes. A creature can repeat the saving throw at the end
of each of its turns. If a creature’s saving throw is success-
ful, the effect ends on it. A target that successfully saves is
immune to this wolfwere’s melody for the next 24 hours.
Chapter 5 | Monsters
155
This book is dedicated to my lost
Wychalarn, Dynaheir (pictured at
the front). Also, to the late husban
of my good friend Jaheira - Khalidd
(pictured here).