Professional Documents
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Valda S Illustrious Guestbook
Valda S Illustrious Guestbook
10
Jester......................................................................... 12
Mage......................................................................... 12
Abbot.......................................................................... 2 Martyrs....................................................................... 12
Alchemists................................................................... 2 Necromancers........................................................... 14
Berserker..................................................................... 4 Stalker........................................................................ 17
Brawler......................................................................... 4 Templar...................................................................... 17
Captains...................................................................... 5 Wardens..................................................................... 17
Champion.................................................................... 6 Warmages................................................................. 19
Cultist.......................................................................... 6 Witches...................................................................... 20
Craftsmen.................................................................... 7 Hoard Golem............................................................. 22
Gunslingers.................................................................. 9 Valda.......................................................................... 24
Hunter........................................................................ 10 The Spire of Secrets.................................................. 24
CREDITS
Writers Michael Holik, Beniamin Ghita
Interior Illustrations Lucas Ferreira CM, Martin Kirby,
Mariana Livraes, Agustín Marceillac
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INTRODUCTION
Introduction
Of all the liches in the multiverse, perhaps none has
slain more adventurers than the dread lich Valda.
Perched high atop his Spire of Secrets—a devious tower
of traps and monsters—the lich has contemplated
new and innovative ways to eliminate his intrusive
adventuring guests. And he’s become quite proficient at
it.
His favorite implements are his magic item golem,
Dross, and the persistent charm that blankets the
tower, turning anyone who would perish there into
marble statues. This failsafe is downright ingenious:
adventurers who are turned to stone can’t be
resurrected, and therefore can’t return to the Spire of
Secrets with a vengeance. In turn, the secrets of Valda’s
vast multidimensional tower remain secret and the
dread lich continues to collect statues.
For his part, Valda considers this garden of marble
statue his “guests”—pointedly uninvited guests, but
guests nonetheless. Therefore, he keeps a formal
“guestbook” in a massive tome, listing and categorizing
his many floors of statuesque guests. The dread lich has
learned much about adventurers through his guestbook,
including their abilities, tactics, and organization. Each
entry to the guestbook makes the Spire of Secrets yet
more devious and grows the statue garden further.
1
OWLCHEMY
Abbot Alchemists
A devout adherent to the faith, an abbot can work Alchemy is a unique discipline that merges the
minor divine miracles with the whispering of prayers fundamentals of science and magic, and attracts a wide
Abbot
and the waving of hands. Though the clergy might variety of scholarly sorts. Though all alchemists are
dictate the title of abbot only belongs to those in educated in the elements and taught the importance
charge of an abbey, the gods care little for ecclesiastical of the philosopher’s stone, some focus on the practical
STRANGE
structure. Anyone committed enough to their aspects of brewing potions, while others prefer
pantheon’s dogma can work an abbot’s divine powers. the theoretical challenges of balancing alchemical
equations, and others still construct increasingly
ABBOT dangerous bombs.
MEDIUM HUMANOID (ANY RACE), ANY ALIGNMENT APOTHECARY
Armor Class 13 (chain shirt) Most similar in skill to herbalists, apothecaries brew
Hit Points 11 (2d8 + 2) potions, tinctures, and salves to address a wide array of
Speed 30 ft. maladies. Not all apothecaries have formal alchemical
STR DEX CON INT WIS CHA training, but those that do often adopt a strict stance of
13 (+1) 10 (+0) 12 (+1) 10 (+0) 14 (+2) 11 (+0) nonviolence. This moral grounding isn’t unusual among
apothecaries who believe that alchemy is fundamentally
Saving Throws Wis +4, Cha +2
Skills Medicine +4, Religion +2 good and a positive tool for mankind, but it isn’t
Senses passive Perception 12 absolute either. High-minded pledges to ethical
Languages any one language (usually Common) standards usually include provisos for self-defense and
CHALLENGE times of crisis, after all.
1/4 (50 XP) ALCHEMIST
Spellcasting. The abbot is a 1st-level spellcaster. Its Alchemists can equally be found among veteran
spellcasting ability is Wisdom (spell save DC 12, +4 adventuring parties and stuffy university fellows,
to hit with spell attacks). The abbot has the following
cleric spells prepared:
including all shades in between. A well-rounded
education in alchemy provides the knowledge necessary
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (2 slots): cure wounds, guiding bolt, to construct bombs and brew helpful potions and
sanctuary usually emphasizes the importance of avoiding caustic
explosions that might result from such endeavors. As
ACTIONS
such, alchemists make for nimble adventuring allies and
Mace. Melee Weapon Attack: +3 to hit, reach 5 ft., knowledge experts in equal measure.
one target. Hit: 4 (1d6 + 1) bludgeoning damage.
Light Crossbow. Ranged Weapon Attack: +2 to MAD BOMBER
hit, range 80/320 ft., one target. Hit: 4 (1d8) piercing Hysterical cackling punctuated by earth-shaking
damage. explosions: this is the calling card of mad bombers,
alchemists that have dedicated their research solely
to explosives. Their namesake ordnance—throwable
bombs—are predictably destructive, but also
surprisingly versatile, as mad bombers can mix their
bombs’ explosive reagents with a wide variety of
reactive chemicals to change the elemental composition
of the explosion. Contrary to popular belief, mad
bombers are not necessarily mad, but many are. Perhaps
the sane bombers simply blow themselves up before
perfecting their bombs.
2
Alchemists
ALCHEMIST
MEDIUM HUMANOID (ANY RACE), ANY ALIGNMENT
3
OWLCHEMY
MAD BOMBER Berserker
Ruthless and fierce, the berserker tears across the
Berserker
4
BRAWLER
MEDIUM HUMANOID (ANY RACE), ANY ALIGNMENT
Captains
Armor Class 11
Hit Points 9 (2d8)
Speed 30 ft.
STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 11 (+0) 8 (–1) 9 (–1) 10 (+0)
Skills Athletics +4
Senses passive Perception 9
Languages any one language (usually Common)
CHALLENGE
1/4 (50 XP)
Thick-Skulled. If damage reduces the brawler to
0 hit points, it must make a Constitution saving
throw with a DC of 5 + the damage taken, unless
the damage is from a critical hit. On a success, the
brawler drops to 1 hit point instead.
ACTIONS
Punch. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 4 (1d4 + 2) bludgeoning damage.
Captains
Every good adventuring company or town guard
requires a capable captain, someone to set the group’s
objectives and make decisive calls when necessary.
CAPTAIN
CAPTAIN
MEDIUM HUMANOID (ANY RACE), ANY ALIGNMENT
Captains may vary dramatically based on their
company. Adventuring parties tend to trust in grizzled Armor Class 16 (chain shirt, shield)
Hit Points 45 (7d8 + 14)
veterans who can lead with a passive touch, whereas Speed 30 ft.
soldiers often appoint brash lieutenants who carry
banners and bang drums in combat. Captains for STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 10 (+0) 11 (+0) 13 (+1)
groups of thieves, meanwhile, look just as swarthy and
dangerous as their companions. Whatever the group, Skills Athletics +5, Persuasion +3
captains shepherd their companions toward victory Senses passive Perception 10
Languages any one language (usually Common)
with a mix of courage and problem-solving that ensures
the group always comes out on top. CHALLENGE
1 (200 XP)
GENERAL
Histories inevitably report that the greatest leaders of Brave. The captain has advantage on saving throws
against being frightened.
past generations were generals, military commanders
who have earned the trust and devotion of their soldiers ACTIONS
through brilliant tactics and fair-handed dealings. Of Multiattack. The captain makes two attacks with its
course, this is a clear bias in most history books. Those longsword. Alternatively, it makes one attack with its
with legendary leadership skills need not belong to the longsword and uses Inspire.
military. Some generals command mercantile empires, Longsword. Melee Weapon Attack: +5 to hit, reach
5 ft., one target. Hit: 7 (1d8 + 3) slashing damage,
others command the city watch, while others still head
or 8 (1d10 + 3) slashing damage if used with both
powerful guilds. Wherever they are found, generals hands.
are formidable in combat and make their allies more Inspire. The captain grants a friendly creature which
formidable in turn. can see or hear it within 30 feet advantage on the
first attack roll it makes on its next turn.
5
OWLCHEMY
GENERAL
Champion
ACTIONS
Multiattack. The general makes two weapon
attacks. Alternatively, it makes one weapon attack
and uses Blitz, if available.
Halberd. Melee Weapon Attack: +7 to hit, reach 10
ft., one target. Hit: 9 (1d10 + 4) slashing damage.
Longbow. Ranged Weapon Attack: +6 to hit, range
150/600 ft., one target. Hit: 7 (1d8 + 3) piercing
damage.
Blitz (Recharge 6). The general commands up to
five allies within 60 feet that can see or hear it to
fight alongside it. Each creature uses its reaction, if
available, to move up to its movement speed and
make a single weapon attack.
Champion
A champion is a skilled, tactical fighter, just as
comfortable in the saddle during military drills as
armored on the field of battle.
Cultist
Dogmatic and unhinged, cultists draw upon forbidden,
eldritch allies for a taste of arcane might. Most cultists
blend perfectly into society while alone, only revealing
their true colors when they don masks and robes to
meet their fellows in darkened cellars or isolated glades.
6
CHAMPION Craftsmen
Craftsmen
MEDIUM HUMANOID (ANY RACE), ANY ALIGNMENT Apprenticing under a blacksmith is no task for the
weak-backed or weak-minded. Forging a weapon or a
Armor Class 16 (scale mail, shield) suit of armor requires the dual skills of physical brawn
Hit Points 11 (2d8 + 2)
Speed 30 ft. and pragmatic know-how, along with the fortitude
to labor in front of a forge for hours at a time. It’s no
STR DEX CON INT WIS CHA
surprise, therefore, that craftspeople of all stripes make
14 (+2) 11 (+0) 13 (+1) 11 (+0) 12 (+1) 9 (–1)
for capable adventurers in their own right.
Saving Throws Str +4, Con +3
Skills Animal Handling +3, Athletics +4 CRAFTSMAN
Senses passive Perception 11 When a craftsman goes into combat, they rarely don
Languages any one language (usually Common) ordinary armor or carry conventional swords. The
CHALLENGE endless inventiveness of craftspeople has spurred entire
1/4 (50 XP) categories of exotic weaponry and armor that require
Martial Prowess. When the champion hits with a extremely specialized training to operate—often,
melee weapon, the weapon deals an extra 2 damage only the craftsman responsible for an exotic sword
(included in the attack). knows how to use it properly. Such weapons are as
ACTIONS devastating as they are impractical, but this rarely deters
craftspeople, who can customize their weapons to
Longsword. Melee Weapon Attack: +4 to hit, reach their liking. Therefore, weapons like portable ballistae,
5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or
9 (1d10 + 4) slashing damage if used in two hands. mountain cleavers, and great mauls are the norm
Javelin. Melee or Ranged Weapon Attack: +4 to hit, among advertising craftspeople, who know how to
reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 extract every possible advantage from their gear.
+ 4) piercing damage i
FORGEKNIGHT
Though all craftsmen are familiar with forges, smelters,
and kilns, only forgeknights carry one with them
CULTIST wherever they go. Forgeknights employ heat not
MEDIUM HUMANOID (ANY RACE), ANY ALIGNMENT
only when they smith their weapons, but whenever
Armor Class 12 (leather armor) possible—an inevitable consequence of wondering how
Hit Points 11 (2d8 + 2) painful a white-hot blade might be if used as a weapon.
Speed 30 ft.
STR DEX CON INT WIS CHA
11 (+0) 13 (+1) 12 (+1) 11 (+0) 9 (–1) 14 (+2)
ACTIONS
Dagger. Melee or Ranged Weapon Attack: +3 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 +
1) piercing damage.
7
OWLCHEMY
Craftsmen
STRANGE
FORGEKNIGHT
MEDIUM HUMANOID (ANY RACE), ANY ALIGNMENT
8
Gunslingers
Gunslingers
The pounding rhythm of black powder empowers a
new breed of warrior, one that relies as much on luck
as toughness and skill. Gunslingers wield every variety
of gun, from easily-concealed parlor guns to hulking
gating guns, and are deadly shots with all.
GUNSLINGER
The archetypal gunslinger depends on the era, but
perhaps the most iconic prefers to carry a revolver. In a
flash, they can draw their weapon and fire off six quick
shots before nimbly rolling behind cover.
SHOTGUNNER
The humble shotgun has been with gunslingers since
the blunderbuss, and the power of its formidable, close-
range blast has never diminished. Shotgunners close the
gap to their targets quickly to unleash as many barrels
of lead as possible at point-blank range. As such, they
are among the toughest and most nimble of gunslingers,
with a penchant for risk taking indicative of those with
a fervent death wish.
GUNSLINGER
MEDIUM HUMANOID (ANY RACE), ANY ALIGNMENT
SHOTGUNNER
Armor Class 15 (studded leather armor) MEDIUM HUMANOID (ANY RACE), ANY ALIGNMENT
Hit Points 44 (8d8 + 8)
Speed 30 ft. Armor Class 15 (studded leather armor)
Hit Points 52 (8d8 + 16)
STR DEX CON INT WIS CHA Speed 30 ft.
10 (+0) 16 (+3) 13 (+1) 10 (+0) 11 (+0) 14 (+2)
STR DEX CON INT WIS CHA
Skills Deception +4, Sleight of Hand +5 10 (+0) 17 (+3) 14 (+2) 10 (+0) 12 (+1) 15 (+2)
Senses passive Perception 10
Languages any one language (usually Common) Skills Acrobatics +5, Intimidation +4, Perception +3
Senses passive Perception 13
CHALLENGE Languages any one language (usually Common)
1 (200 XP)
CHALLENGE
Dodge Roll. As a bonus action, the gunslinger can 3 (700 XP)
move up to 15 feet. This movement doesn’t provoke
opportunity attacks, ignores difficult terrain, and can Bite the Bullet (Recharge 5–6). As a bonus action,
move the smuggler through hostile creature’s spaces, the shotgunner gains 9 (2d8) temporary hit points.
as long as it doesn’t end its movement there.
Close Quarters Combat. Being within 5 feet of a
Quick Draw. The gunslinger has advantage on hostile creature doesn’t impose disadvantage on the
initiative rolls. Additionally, it can draw or stow up to shotgunner’s ranged attack rolls.
two weapons when it rolls initiative and whenever it
takes an action on its turn. ACTIONS
ACTIONS Multiattack. The shotgunner makes two attacks
with its double-barreled shotgun.
Multiattack. The gunslinger makes two attacks with Double-Barreled Shotgun. Ranged Weapon
its revolver.
Attack: +5 to hit, range 10/30 ft., one target. Hit: 9
Revolver. Ranged Weapon Attack: +5 to hit, range (2d8) piercing damage, or 11 (2d10) piercing damage
60/240 ft., one target. Hit: 7 (2d6) piercing damage. if the target is within 5 feet.
9
OWLCHEMY
Hunter HUNTER
A hunter is a naturally skilled tracker and outlander, as MEDIUM HUMANOID (ANY RACE), ANY ALIGNMENT
comfortable in the depths of the woods as in a tavern or
Hunter
town. Many hunters trade in animal furs and captured Armor Class 14 (studded leather)
Hit Points 11 (2d8 + 2)
game, but just as many act as guides or armed escorts Speed 30 ft.
for travelers who seek to cross rough or magical terrain.
STR DEX CON INT WIS CHA
STRANGE
10
ANTIQUARIAN
Investigators
MEDIUM HUMANOID (ANY RACE), ANY ALIGNMENT
STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 15 (+2) 19 (+4) 16 (+3) 12 (+1)
CHALLENGE ACTIONS
1/2 (100 XP) Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 17 (2d8 + 8) piercing damage.
Ritual Spellcasting. The investigator is a 3rd-level
spellcaster. Its spellcasting ability is Intelligence Heavy Crossbow. Ranged Weapon Attack: +6 to
(spell save DC 12, +4 to hit with spell attacks). The hit, range 100/400 ft., one target. Hit: 18 (2d10 + 8)
investigator can cast the following spells at will as piercing damage.
rituals:
1st level: alarm, blood print, clue, detect magic,
protection from evil and good
2nd level: locate object
ACTIONS
Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 6 (1d8 + 2) piercing damage.
Heavy Crossbow. Ranged Weapon Attack: +4 to
hit, range 100/400 ft., one target. Hit: 7 (1d10 + 2)
piercing damage.
11
OWLCHEMY
JESTER Martyrs
MEDIUM HUMANOID (ANY RACE), ANY ALIGNMENT When the gods choose someone to die in holy
martyrdom, the gravity of destiny becomes irresistible.
Jester
Armor Class 13 (leather armor) Even secular people chosen as martyrs find that
Hit Points 22 (5d8)
Speed 30 ft. drawing their blood causes miracles to happen around
them and that events conspire to urge them in the
STR DEX CON INT WIS CHA
STRANGE
12
ICONOCLAST
The winds of fate are at a martyr’s back when they
fully embrace their cause. In this way, a martyr who
Martyrs
voluntarily relinquishes personal attachments to the
world is a force to be reckoned with. Such martyrs,
deemed “iconoclasts,” are direct implements of the gods,
channeling unfathomable divine power through force
of unshakable belief. They are not to be underestimated
or impeded. By one view, an iconoclast is like a divine
automation: they listen to the voices inside them and
obey without hesitation. The means and consequences
of their actions simply don’t factor into their decisions,
for everything is divinely fated to end as the gods
dictate.
MARTYR
MEDIUM HUMANOID (ANY RACE), ANY ALIGNMENT
ACTIONS
Multiattack. The martyr makes two weapon attacks.
Greatsword. Melee Weapon Attack: +5 to hit, reach
5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Javelin. Melee or Ranged Weapon Attack: +5 to hit,
reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6
+ 3) piercing damage.
13
OWLCHEMY
Necromancers
ICONOCLAST Necromancers
MEDIUM HUMANOID (ANY RACE), ANY ALIGNMENT Spellcasters with absolute authority over the powers of
life and death, necromancers raise armies of the undead
Armor Class 18 (plate mail) to overwhelm their foes. When their thralls don’t have
Hit Points 170 (20d8 + 80)
Speed 30 ft. the desired effect, necromancers turn to a suite of life-
draining and desiccating spells, channeling raw negative
STR DEX CON INT WIS CHA
STRANGE
14
Necromancers
PLAGUE LORD
MEDIUM HUMANOID (ANY RACE), ANY EVIL ALIGNMENT
15
OWLCHEMY
Necromancers
ANTELICH
MEDIUM HUMANOID (ANY RACE), ANY EVIL ALIGNMENT
Armor Class 14 (17 with mage armor) Spellcasting. The antelich is a 17th-level spellcaster.
Hit Points 195 (23d8 + 92) Its spellcasting ability is Intelligence (spell save DC 18,
Speed 30 ft. +10 to hit with spell attacks). The antelich knows the
following necromancer spells:
STR DEX CON INT WIS CHA
STRANGE
16
STALKER Stalker
MEDIUM HUMANOID (ANY RACE), ANY ALIGNMENT Stealthy and subversive, the stalker is just as adept at
assassination as burglary. The mark of an expert stalker
Stalker
Armor Class 14 (studded leather) is their anonymity—a stalker can visit a place and take
Hit Points 9 (2d8)
Speed 30 ft. something without ever being seen.
STR DEX CON INT WIS CHA Templar
9 (−1) 14 (+2) 11 (+0) 13 (+1) 12 (+1) 11 (+0) A daring knight, sworn to virtue and station, a templar
Saving Throws Dex +4, Int +3 knows no fear in their heart and no equal in battle.
Skills Acrobatics +4, Stealth +4 Be wary of a templar given a quest, for their honor
Senses passive Perception 11 demands relentless pursuit of their goals.
Languages any one language (usually Common)
CHALLENGE Wardens
1/4 (50 XP) Wardens are a manifestation of the shield: they are
Sneak Attack (1/Turn). The stalker deals an extra stalwart, defensive, and seek to protect others from
3 (1d6) damage when it hits a target with a weapon harm. In battle, wardens refuse to give an inch, and
attack and has advantage on the attack roll, or when their foes rarely escape their grasp.
the target is within 5 feet of an ally of the stalker
that isn’t incapacitated and the stalker doesn’t have
disadvantage on the attack roll.
WARDEN
ACTIONS MEDIUM HUMANOID (ANY RACE), ANY ALIGNMENT
Shortsword. Melee Weapon Attack: +4 to hit, Armor Class 17 (scale mail, shield)
reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing Hit Points 39 (6d8 + 12)
damage. Speed 30 ft.
Shortbow. Ranged Weapon Attack: +4 to hit, STR DEX CON INT WIS CHA
range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing 16 (+3) 14 (+2) 15 (+2) 10 (+0) 12 (+1) 11 (+0)
damage.
Skills Athletics +5, Perception +3
Senses passive Perception 13
Languages any one language (usually Common)
TEMPLAR
MEDIUM HUMANOID (ANY RACE), ANY ALIGNMENT CHALLENGE
3 (700 XP)
Armor Class 16 (chain mail)
Hit Points 11 (2d8 + 2) ACTIONS
Speed 30 ft.
Multiattack. The warden makes two attacks with its
STR DEX CON INT WIS CHA battleaxe and uses Immobilizing Grasp.
14 (+2) 9 (−1) 12 (+1) 10 (+0) 10 (+0) 14 (+2) Battleaxe. Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 7 (1d8 + 3) slashing damage.
Saving Throws Wis +2, Cha +4
Skills Athletics +4, Religion +2 Heavy Crossbow. Ranged Weapon Attack: +4 to
Senses passive Perception 10 hit, range 100/400 ft., one target. Hit: 7 (1d10 + 2)
Languages any one language (usually Common) piercing damage.
Immobilizing Grasp. Until the beginning of the
CHALLENGE warden’s next turn, it can’t move, and each Large or
1/4 (50 XP) smaller creature the warden chooses within 5 feet of
it can’t willingly move away from the warden unless it
Brave. The templar has advantage on saving throws first takes the Disengage action.
against being frightened.
ACTIONS
Longsword. Melee Weapon Attack: +4 to hit, reach
5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or
9 (1d10 + 4) slashing damage if used in two hands.
Javelin. Melee or Ranged Weapon Attack: +4 to hit,
reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6
+ 2) piercing damage.
17
OWLCHEMY
WARDEN
Anyone that hears the call to defend a charge—be it
a kingdom, a forest, or an individual—might embark
Wardens
STORM SENTINEL
MEDIUM HUMANOID (ANY RACE), ANY ALIGNMENT
ACTIONS
Multiattack. The storm sentinel makes two attacks
with its warhammer and uses Thunderblast.
Warhammer. Melee Weapon Attack: +9 to hit,
reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning
damage plus 4 (1d8) lightning damage.
Heavy Crossbow. Ranged Weapon Attack: +7 to
hit, range 100/400 ft., one target. Hit: 8 (1d10 + 3)
piercing damage.
Thunderblast. Each creature of the sentinel’s choice
within 5 feet of it takes 4 (1d8) lightning damage.
REACTIONS
Guardian Strike. If an enemy within 5 feet of the
storm sentinel attacks a target other than it, the
sentinel makes a melee attack against that enemy.
18
Warmages
Warmages
Wizards and sorcerers often debate if warmages should
be counted among their number, for while spellcasters
draw upon a limited reservoir of magical energy
to create their spells, warmages rely exclusively on
cantrips. Perhaps, they only need cantrips. Through rote
WARMAGE
MEDIUM HUMANOID (ANY RACE), ANY ALIGNMENT
iteration, warmages perfect and augment the meekest
spells into formidable weapons. Fireball is unnecessary Armor Class 14 (studded leather armor)
Hit Points 55 (10d8 + 10)
when fire bolt is magnified to a white-hot line of energy Speed 30 ft.
that explodes on target. Indeed, warmages can thwart
conventional spellcasters at every turn, for the greatest STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 13 (+1) 16 (+3) 12 (+1) 11 (+0)
warmages can reflect magic like a mirror.
Skills Acrobatics +4, Arcana +5
WARMAGE Senses passive Perception 11
Anyone can learn to cast cantrips with enough practice, Languages any one language (usually Common)
but formal warmage training is relegated to two
CHALLENGE
institutions: the College of Warmages and the Casino. 1 (200 XP)
The former models itself on the hierarchy of chess
pieces, with members sorted into houses based on their Mystical Edge. When the warmage hits with a
cantrip the first time each round, it deals extra
apitudes. By contrast, the Casino is barely organized at damage equal to one die of its damage plus the
all and employs magical implements like cards and dice warmage’s Intelligence modifier (included in the
to augment their magic. attack).
Warmages of every house are formidable Spellcasting. The warmage is a 4th-level spellcaster.
Its spellcasting ability is Intelligence (spell save DC
spellcasters, practiced in the most powerful cantrips.
13, +5 to hit with spell attacks). It knows the following
They can be found among companies of adventurers, warmage spells:
working as freelance bounty hunters, or acting as Cantrips (at will): force dart (see “Actions” below),
specialized regiments of mage-warriors in organized mage hand, prestidigitation, quickstep, springheel
armies.
WARMAGE KNIGHT ACTIONS
Armed with blades of force and shimmering magical Dagger. Melee or Ranged Weapon Attack: +4 to hit,
bucklers, warmages belonging to the House of Knights reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 +
2) piercing damage.
are as competent in a duel as a paladin or barbarian.
Warmage knights strike not only with magical force, but Force Dart (Cantrip). Ranged Spell Attack: +5 to
hit, range 120 ft., one creature. Hit: 14 (2d10 + 3)
with lightning, fire, and frost, wielding these elements force damage.
as a fighter wields weapons.
19
OWLCHEMY
WARMAGE KNIGHT Witches
MEDIUM HUMANOID (ANY RACE), ANY ALIGNMENT While wizards learn magic and sorcerers are born
Witches
ACTIONS
Whip. Melee Weapon Attack: +4 to hit, reach 10 ft.,
one target. Hit: 4 (1d4 + 2) slashing damage.
Charming Hex. The witch targets one creature it can
see within 60 feet of it. The target must succeed on
a DC 13 Wisdom saving throw. On a failed save, the
creature is charmed by the witch until the end of the
witch’s next turn. When the hex ends, the creature
knows it was charmed by the witch.
Frightening Hex. The witch targets one creature it
can see within 60 feet of it. The target must succeed
on a DC 13 Wisdom saving throw. On a failed save,
the creature is frightened by the witch until the end
of the witch’s next turn.
20
MALEDICTOR
MEDIUM HUMANOID (ANY RACE), ANY EVIL ALIGNMENT
Witches
Armor Class 16 (studded leather armor)
Hit Points 112 (15d8 + 45)
Speed 30 ft.
STR DEX CON INT WIS CHA
11 (+0) 18 (+4) 17 (+3) 14 (+2) 15 (+2) 22 (+6)
ACTIONS
Multiattack. The maledictor casts a spell and uses
one of its hexes.
WITCH
Shortsword. Melee Weapon Attack: +9 to hit, Witches may find trade as herbalists, enchanters, or
reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing
damage. even magical mercenaries, but they are feared wherever
they go. Common folk are known to embellish witch
Disorienting Hex. The maledictor targets one
creature it can see within 60 feet of it. The target hexes and blame practically every misfortune on a
must succeed on a DC 18 Wisdom saving throw. On witch’s presence. It doesn’t help that they rarely know
a failed save, whenever this target makes an attack the difference between a witch and a hag. Regardless,
roll before the end of the maedictor’s next turn, it
must roll a d6 and subtract the number rolled from witches are tenacious by nature, and few let the
the attack roll. superstitions of common folk invade their thoughts.
Slumbering Hex. The maledictor targets one MALEDICTOR
creature it can see within 60 feet of it. The target
must succeed on a DC 18 Constitution saving throw. Witches that cultivate their magic and learn to
On a failed save, the target falls unconscious until it implement swift and ruinous curses are known as
takes damage, or until the end of the maledictor’s maledictors. Beware maledictor that seem to fight
next turn. Undead and creatures which are immune to
being charmed are immune to this effect. alone, for they are always accompanied by powerful
familiars.
21
OWLCHEMY
However, as marble adventurers began to crowd
Hoard Golem the Spire’s multi-planar floors, the lich realized that the
Sequestered in his Spire of Secrets, the mad lich Valda heroes brought more magic items than they could even
Witches
has devised the ultimate minion: the Hoard Golem, carry. Their bags of holding, dancing swords, and spare
made entirely from discarded magic items. Nothing is suits of magical armor just piled up near the entrance.
more singularly valuable or deadly to adventures. That wouldn’t do! Ever resourceful, the lich realized
Magical Blades and Baubles. Seasoned that he could thwart intruding heroes and clean up
STRANGE
adventuring companies have sought out the Spire of their mess in one fell swoop. Thus, the first ever Hoard
Secrets for centuries, which is rumored to be a stockpile Golem, which Valda dubbed “Dross,” was constructed.
of priceless treasures. Unbeknownst to most of them, Necromantic Construction. Even beyond
the tower is a sinister deathtrap constructed by the its exotic and magical materials, the design of Dross
lich Valda from which no one ever returns. Those who is unique among golems. The hulking mountain of
would perish inside the tower’s walls are even petrified magic items is as much an enormous phylactery as it
in solid marble so that its victims can’t be resurrected. is a mechanical magical servant. As such, it can absorb
Valda is perhaps single-handedly responsible for more spells wholesale, store them like a battery, and unleash
slain adventurers than any other individual, a fact which them back at unwary spellcasters.
delights him greatly.
22
HOARD GOLEM
LARGE CONSTRUCT, NEUTRAL
Witches
Armor Class 22 (natural armor) ACTIONS
Hit Points 225 (18d10 + 108)
Speed 30 ft. Multiattack. The golem makes two melee attacks.
+3 Slam. Melee Weapon Attack: +17 to hit, reach 10 ft.,
STR DEX CON INT WIS CHA one target. Hit: 22 (2d10 + 11) bludgeoning damage.
26 (+8) 7 (–2) 24 (+6) 4 (–3) 13 (+1) 1 (–5)
Wand Barrage. Ranged Spell Attack: +14 to hit, range
Saving Throws Str +14, Dex +4, Con +12, Int +3, Wis 120 ft., one target. Hit: 22 (4d10) damage. Roll a d4 to
+7, Cha +1 determine the damage type: 1. acid, 2. cold, 3. fire, 4.
Damage Immunities poison, psychic; bludgeoning, lightning.
piercing, and slashing from nonmagical attacks that
aren’t adamantine Attract Magic Items (Recharge 5–6). The golem
Condition Immunities charmed, exhaustion, magically attracts each magic item within 120 feet of
frightened, paralyzed, petrified, poisoned it. Each creature carrying magic items must make a
Senses darkvision 120 ft., passive Perception 10 DC 22 Strength saving throw or lose one magic item
Languages understands the languages of its creator but they are carrying, chosen by the GM. Magic items that
can’t speak aren’t being worn or carried are pulled to the golem
immediately. For 1 hour, the golem gains a +1 bonus to
CHALLENGE its armor class, attack rolls, and damage rolls for each
20 (25,000 XP) magic item it attracts using this ability.
23
OWLCHEMY
Valda
Liches are spellcasters that have used terrible
Witches
24
VALDA
MEDIUM UNDEAD, NEUTRAL EVIL
Witches
Armor Class 20 (natural armor) 5th level (3 slots): cloudkill, dominate person, wall of
Hit Points 300 (40d8+120) force
Speed 30 ft. 6th level (3 slots): disintegrate, globe of invulnerability,
programmed illusion
STR DEX CON INT WIS CHA 7th level (3 slots): finger of death, forcecage, plane shift
11 (+0) 18 (+4) 16 (+3) 27 (+8) 19 (+4) 20 (+5) 8th level (2 slots): clone, dominate monster
9th level (2 slots): power word kill, time stop
Saving Throws Con +10, Int +15, Wis +11
Skills Arcana +15, History +15, Insight +11, Perception Turn Resistance. Valda has advantage on saving throws
+11 against any effect that turns undead.
Damage Resistances cold, lightning, necrotic ACTIONS
Damage Immunities poison; bludgeoning, piercing,
and slashing from nonmagical attacks Petrifying Touch. Melee Spell Attack: +15 to hit, reach
Condition Immunities charmed, exhaustion, 5 ft., one creature. Hit: 10 (3d6) necrotic damage. The
frightened, paralyzed, poisoned target must succeed on a DC 18 Constitution saving
Senses truesight 120 ft., passive Perception 11 throw or be restrained as it magically begins to turn into
Languages common plus up to five other languages stone. It must repeat the saving throw at the end of its
next turn. On a success, the effect ends. On a failure, the
CHALLENGE creature is petrified until freed by the greater restoration
24 (62,000 XP) spell or other magic.
Legendary Resistance (3/Day). If Valda fails a saving LEGENDARY ACTIONS
throw, he can choose to succeed instead.
Valda can take 3 legendary actions, choosing from the
Classify. Valda can discern the statistics of each options below. Only one legendary action option can be
humanoid he can see within 120 feet, including if the used at a time and only at the end of another creature’s
creature has class levels and in which class. turn. Valda regains spent legendary actions at the start
Rejuvenation. Valda’s body turns to dust when he of his turn.
drops to 0 hit points, and his equipment is left behind. At-Will Spell. Valda casts one of his at-will spells.
Valda gains a new body in 1d10 days, regaining all his
hit points and becoming active again. The new body Curse of the Spire. Each creature within 120 feet of
appears within 5 feet of the phylactery, the location of Valda that has 25 hit points or fewer must succeed on
which is hidden. a DC 18 Constitution saving throw or be petrified and
turned into a marble statue until the effect is removed.
Spellcasting. Valda is a 20th-level spellcaster. His
spellcasting ability is Intelligence (spell save DC 23, +15 Petrifying Touch (Costs 2 Actions). Valda uses his
to hit with spell attacks). Valda has the following wizard Petrifying Touch.
spells prepared: Disrupt Life (Costs 3 Actions). Each non-undead
Cantrips (at will): fire bolt, mage hand, prestidigitation creature within 20 feet of Valda must make a DC 20
1st level (at will): magic missile, shield Constitution saving throw against this magic, taking 28
2nd level (at will): misty step, ray of enfeeblement (8d6) necrotic damage on a failed save, or half as much
3rd level (at will): counterspell, fly damage on a successful one.
4th level (3 slots): black tentacles, dimension door
• A bottomless pit trap magically opens up beneath roll a d6. On a 3 or lower, the spell casting fails,
up to four creatures of Valda’s choice. Each creature expending a spell slot as normal, but not consuming
must succeed on a DC 15 Dexterity saving throw expensive material components.
or be sucked down into an extradimensional space. • Six 5-foot-radius spheres of annihilation form in
At the end of an affected creature’s next turn, it is unoccupied points that Valda chooses. These spheres
teleported to the ceiling of the room. If the creature can’t be moved and evaporate on initiative count 20
can’t fly, it falls with great momentum, taking 21 on the next round.
(6d6) bludgeoning damage and landing prone. • A wave of petrification magic sweeps through the
• Visible cracks in the fabric of magic spread tower. Each creature that has 0 hit points must
throughout the tower. These cracks last until succeed a DC 15 Constitution saving throw or be
initiative count 20 on the next round. For the petrified and turned into a marble statue until the
duration, whenever a creature casts a spell, it must effect is removed.
25
PRODUCERS Dana Niswonger
BillOneEye
Jesse Rosen
Chris Mitchell
Brent Simmonds
George Tolley
Anthony Currier-Reagor Kristopher R. Hunter
Jake Chenoweth Jack Heimbach James Belin
Natlugubrious Justin Danner Santiago Mendez IV
Charles-John Roscoe Jenerou Mickale Bush Julien Therrien
Senstaku Corbin Waters Michael Davis
Kenna Corwin Brandon Martin
Hayley Nichols Anthony Qualkinbush Jerry Doolin
TSOverlord AlexShankle87 Kura Tenshi
Tamani Patterson NecroJester Jason Jones
Trey Steele Christopher Zito Alexander Garcia
Matthew Krunek Jacob Otwell Charles Koeppel
MorphManDude Alonzo C Washington Robert Field
That Hatter TaviRaya Joseph Blanc
Alessandro Nosenzo lungfishwarrior Ryan MacDonald
Dawson Lee Fegert Zee Xorn Pandric
Kevin Feeman Maximilian Beit Kat Woehlert
hazazel victcher Evgenii Vrachev Daniel Lamoureux
Rane Myhre Thantos Matthew Atkins
Zac Carpenter Trivik brandon johnson
Abbas Naqvi Ryan Patrick Nolan Zaxov Phoenix
Blijagow Joseph Malveaux Garrett Lloyd
Victoria Davis Star-Lord Wright Joe Shine
Nathan Ellis Isa Long Joshua Cates
Jesse Smith Darion Nutter Spencer Houston
ian greene Stephen Grote John Hoffman
Sean Daugherty Derek Miranda Trond
Kevin Reynolds Joel Grote Jaron Mortimer
Liam Jones Patrick Rooney Eike Schultz
TheUndeadOwlGoddess PucThePlayful Marc-Antoine Côté
Mike Litkewitsch
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