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Untitled
Untitled
Foreword
Castle Waterdeep
Scott McClintock Vecna’s Throneroom
Marc Altfuldisch Christian Zeuch
Sword Coast
Project Manager Endless Road
Scott McClintock Ahghairon’s Hellscape
Neverwinter Wood
Layout, Graphic Design, and
Product Engineering Elven Tower Cartography
Luskan
Marc Altfuldisch Waterdeep
Art Director John Gilliam
Marc Altfuldisch Skullport
Cover Illustrator all of Vecna concludes our
Raluca Marinescu (Vecna) adventure
Doomed Forgotten Realms
Marc Altfuldisch (Backdrop)
path. Just like any endeavor, this
project required a well rounded
group of high level comrades. I
am grateful to the amazing Matthew Whitby who has
been with the project since day one, and single-hand-
edly put together the Gazetteer to end all gazetteers
(If you haven’t checked it out already, please do). I am
grateful to the fantastic Kathleen Harrington who
went well above and beyond her role as an editor
to contribute some brilliant content to our earlier
volumes. I am most grateful for getting to work on
this with my real life best friends Buck Wev and
Billy Middleton – as well as the supremely talented
Marc Altfuldisch, a new friend in the making. And, of
course, I am monumentally grateful to you for giving
this adventure a chance.
For anyone out there thinking of trying to bring
their own ideas to life on the DMsGuild I would
strongly encourage you to take the plunge! It is hard
work, but also worth it. If you have questions along
the way, please don’t hesitate to reach out to me. And,
once you complete and publish your first product let
ON THE COVER me know – I’d love to return the favor and provide
In this illustration by Raluca Marinescu & Marc some support!
Altfuldisch, Vecna’s apotheosis is almost complete.
— Scott McClintock
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, the dragon ampersand, 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 copyright 2022 by Quill & Cauldron and is published under the Community Content Agreement for Dungeon Masters Guild.
The artwork contained herein may not be used for any other works without the owner’s express written permission.
Contents
Foreword 4 Chapter 9
No Longer Eye to Eye 92
Introduction 6 Xanathar's Guide to Saving the World�������������������������� 93
Doomed Forgotten Realms������������������������������������������������� 7 Encounters on the Road���������������������������������������������������� 93
A History of Doom���������������������������������������������������������������� 7
Adventure Summary�������������������������������������������������������������� 7 Chapter 10
Adventure Flowchart����������������������������������������������������������� 9 Dropping the Battlehammer 97
Dramatis Personae�������������������������������������������������������������� 10 Cult of the Elder Elemental Eye��������������������������������������� 98
An Audience with Ogrémoch�������������������������������������������� 98
Chapter 1 The Dismal Delve������������������������������������������������������������������99
Trial Run 11 A Time for Planning���������������������������������������������������������� 100
Beginning the Adventure��������������������������������������������������� 11 March for Freedom������������������������������������������������������������101
Abandoned Tower�����������������������������������������������������������������13 The Return���������������������������������������������������������������������������103
Luskan�������������������������������������������������������������������������������������14
Hosttower of the Arcane���������������������������������������������������18 Chapter 11
The Mists of Ravenloft������������������������������������������������������ 29 Worse Things Happen at Sea 104
Port Llast����������������������������������������������������������������������������104
Chapter 2 Voyage Under the Sea��������������������������������������������������������105
A Haus Divided 30 The Hunt is Afoot�������������������������������������������������������������� 106
Traversing the Mists����������������������������������������������������������� 30 A Liar's Word���������������������������������������������������������������������� 106
A Doomed Domain����������������������������������������������������������������31
Darkon����������������������������������������������������������������������������������� 32 Chapter 12
Rivalis������������������������������������������������������������������������������������� 32 Here Be Dragons 108
The Hidden Trail������������������������������������������������������������������ 36 Leilon����������������������������������������������������������������������������������� 108
Richten Haus������������������������������������������������������������������������ 36 Castle Naerytar����������������������������������������������������������������� 108
Nana's Concoction������������������������������������������������������������� 45 Neverwinter Wood������������������������������������������������������������ 109
The Great Escape������������������������������������������������������������������111
Chapter 3 Draconian Accolades�������������������������������������������������������� 112
Float like a Castle, Sting like an Imp 46
Castle Avernus��������������������������������������������������������������������� 46 Chapter 13
An Impish Guide�������������������������������������������������������������������� 51 Fatal Attraction 113
Phandalin���������������������������������������������������������������������������� 113
Chapter 4 A Bloody Apprenticeship��������������������������������������������������� 119
With Friends Like These 52
Tovag�������������������������������������������������������������������������������������� 52 Chapter 14
The Shepherd and His Flock���������������������������������������������� 53 The War for Waterdeep 121
Tor Gorak������������������������������������������������������������������������������ 54 The War Council����������������������������������������������������������������� 121
The Clash������������������������������������������������������������������������������� 54 Waterdeep�����������������������������������������������������������������������������122
Meeting the Darklord�������������������������������������������������������� 59 Skullport�����������������������������������������������������������������������������122
Battle Against the Skulls�������������������������������������������������130
Chapter 5 Departing Skullport����������������������������������������������������������130
Carnage at the Carnival 60 Tower of Ahghairon���������������������������������������������������������� 131
The Carnival��������������������������������������������������������������������������60 A Cataclysmic Promise��������������������������������������������������������142
Thoroughfare����������������������������������������������������������������������60
Big Top����������������������������������������������������������������������������������� 61 Chapter 15
Egress������������������������������������������������������������������������������������� 63 The Rise or Fall of Vecna 143
Castle Waterdeep����������������������������������������������������������������143
Chapter 6 Dungeons of Castle Waterdeep���������������������������������������144
Hit the Road and Hit the Head 64 Divine Release���������������������������������������������������������������������� 147
A Horse of a Different Color������������������������������������������� 64 Denouement������������������������������������������������������������������������� 147
Bring it all to a Head��������������������������������������������������������� 64 The Fall of Vecna����������������������������������������������������������������148
Shadowfell Encounters on the Misty Road������������������66 Concluding the Adventure����������������������������������������������148
Chapter 7
Plow the Cursed Sands 68 Appendix A Secrets of the Whispered One 150
Mummy Wing������������������������������������������������������������������������� 70
Scarab Wing�������������������������������������������������������������������������� 73 Appendix B Monsters and NPCs 159
Serpent Wing������������������������������������������������������������������������ 77
Temple Wing��������������������������������������������������������������������������80 Appendix C Handouts 215
Black Obelisk������������������������������������������������������������������������ 85
Appendix D Magic Items 229
Chapter 8
A Skeleton in the Closet 87 Appendix E Vehicles 235
Palace of Vecna��������������������������������������������������������������������88
Cut and Run�������������������������������������������������������������������������� 91 Appendix F Bridging from other Adventures 240
5
Introduction a device called the Soulmonger, designed to devour
the soul of any humanoid that dies anywhere on Toril.
Few knew that the Soulmonger’s purpose was to feed
a gestating atropal, the ghastly, unfinished creation
ord Vecna has been known by many of a long-forgotten evil god. Fewer still knew that this
names—The Maimed Lord, The atropal was to serve as a corporeal vessel for the
Whispered One, The Maker of godly essence of Vecna.
All That is Secret. He was a great It was agents of Vecna who corrupted the transla-
wizard, perhaps the greatest of all tion of Sammaster’s holy prophecies. This, in turn,
time, tutored by the serpentine embodiment of magic inspired the Cult of the Dragon’s Red Wyrmspeaker,
itself. He was a supreme archlich of inestimable Severin, to summon forth Tiamat from her lair upon
power, rumored to have stolen the secret of undeath the Nine Hells. The Thayan illusionist and secret
from the demon lord Orcus. He was an emperor, Vecnan disciple, Rath Modar, worked with Severin to
worshiped as a god. Then, through force of will, he bring this mad plan to fruition.
became a god.
He was betrayed and slain by his closest lieutenant. And so the Soulmonger fed.
He was imprisoned in the distant domains of To one such as Vecna, even the grandest plan is but
Ravenloft. None of this stopped him. the seed of an even grander plan. As part of Tiamat’s
summoning, a great treasure trove, one fit for the
Nothing can stop Vecna.
Queen of Dragons, was gathered in tribute. Vecnan
Vecna is more than power. He is knowledge incar- agents, posing as cultists of the dragon, stole relics of
nate. He hoards secrets like Tiamat hoards treasure. incredible power, including some of Netherese origin,
Vecna’s core belief is that for every person, for every in service of their lord. Four such artifacts were later
city, for every world, there exists a secret so powerful found in the Dessarin Valley by cultists of Elemental
that it can bring about their downfall. He gathers Evil. This cult went on to raze and destroy much of
such secrets to further his divine ascendency. the Valley.
As part of his quest for greater godhood, Vecna
besieged the planar hub of the multiverse. Although And so the Soulmonger fed.
his plans were ultimately thwarted, he nonetheless Soon thereafter, Vecna tricked Gromph Baenre, the
managed to plunder the hub’s many secrets. One of archmage of Menzoberranzan, into summoning the
these secrets was the existence of worlds beyond many demon lords of the Abyss into the Underdark.
that of his birth. Of all these worlds, Vecna was most Madness and decimation on a catastrophic scale
fascinated by the magic-rich realms of Toril. He was soon followed.
particularly obsessed by the eldritch ingenuity of
fallen Netheril. And so the Soulmonger fed.
The breaking and reshuffling of Annam’s Ordning.
Vecna set his eye to conquest. Elturel and Baldur’s Gate’s descent into Avernus.
With the patience and restraint of an expert strate- Auril’s self-imposed exile and the subsequent eternal
gist, Vecna spent generations preparing Toril for his winter. In one way or another Vecna, the cosmic
arrival. In the planar hub, Vecna learned of the exis- mastermind, had his hand in it all.
tence of portals that allowed travel between worlds
and communicated this information to his most And Finally the Soulmonger was full.
devoted followers. They, in turn, slowly infiltrated Vecna was reborn. He gathered to his banner all that
every corner of the Sword Coast from Candlekeep to was evil. Not just his cultists, but orcs from Dark
Silverymoon. Year after year, Vecna’s cultists gathered Arrow Keep, yuan-ti from Najara, giants from all
and obscured knowledge, subverted governments, across the Sword Coast, and liches from Warlock’s
and patiently corrupted the good-hearted champions Crypt, all fought at his bidding. The Realms, devas-
of Faerûn, all in the name of their Maimed Lord. tated by repeated calamity, fell quickly. In less than
At the same time, the archlich Acererak, one of a year’s time, Vecna ensconced himself within
Vecna’s oldest and most loyal servants, traveled to Waterdeep, declaring himself the Lord of Toril.
the jungles of Chult to build a hidden, deathtrap Evil has ruled the lands ever since.
dungeon. In the heart of this dungeon, he secreted
6 Introduction
Doomed Forgotten Realms
Welcome to a dark chapter in the history of the
Forgotten Realms. A chapter in which your players
are destined to play a starring role. Through their
actions, the Realms will find salvation. Or doom.
The Doomed Forgotten Realms imagines a world where
all the various catastrophes threatened in a Wizards
of the Coast hardcover adventure have come to pass.
It is an acknowledgment that for every successfully
completed campaign, likely a dozen more have fizzled
out or failed. This adventure serves as a tribute
to these failed campaigns. As described in Rise of
Tiamat, “Nations and kingdoms shatter, civilization
collapses into bloody war, and chaos reigns
supreme... Such dark times need not mean the
end of your campaign, however... The new goal is
to bring peace to the world once more.”
The Archlich Himself
In the Doomed Forgotten Realms, the never-ending is the grand architect of
parade of apocalypses that have wracked the Sword the Doomed Forgotten Realms
Introduction 7
Chapter 2. In chapter 2 the characters emerge Chapter 9. The characters return to Thornhold
near the halfling village of Rivalis, within the realm in chapter 9. However, while they were away
of Darkon. Exploring the village leads the characters Vecna tracked down and slew Xanathar, raising
to Grandma Fennel, who suggests that they visit the beholder as a death tyrant, loyal to Vecna. The
the nearby ruins of Castle Avernus to learn more characters are ambushed by this undead version of
about Vecna. Before doing so, however, they need Xanathar upon their return. Emerging victorious,
to visit Richten Haus, former home of the legendary they find Xanathar’s notes detailing the beholder’s
Rudolph Van Richten. There the characters harvest plan to recruit allies and assault Vecna, who is
some herbs necessary to survive the poisonous ener- currently laired within Ahghairon’s Tower, which can
gies surrounding Castle Avernus. be found inside the city of Waterdeep.
Chapter 3. During chapter 3 the characters explore Chapter 10-13. Chapters 10 through 13 are dedi-
the floating ruins of Castle Avernus, former home to cated to traveling across the Sword Coast, recruiting
the infamous Darklord Azalin Rex. Within the ruins allies for the inevitable battle against Vecna. The
the characters will encounter the dwarf vampire, characters can choose which of these chapters they
Axrock, fight the shadow dragon Ebbasheyth, and wish to complete, as well as the order in which they
befriend Azalin’s familiar, Skeever. Skeever willingly wish to complete them. In chapter 10 the characters
provides information about Vecna’s former domain, travel to the Elemental Plane of Earth to free the
Cavitius. The imp suggests that the players search for legendary Bruenor Battlehammer from the slave pits
lesser Vecnan relics, scattered throughout Ravenloft, of the dao. Chapter 11 sees the characters winning
and use these as keys for accessing Vecna’s aban- the assistance of Jarlaxle Baenre, after venturing
doned domain. into an undersea trench to slay a vengeful kraken.
Chapter 4-7. Chapters 4 through 7 are dedicated In chapter 12 the characters must steal the recently
to recovering these Vecnan relics, each of which forged Vonindod from the fire giants, to earn assis-
is a part of Vecna’s original body. The characters tance from the Dragon Queen Tiamat. Finally, in
can recover as many of these relics as they like, chapter 13 the characters help Halaster Blackcloak
in any order. In chapter 4 the characters travel gain revenge against his former apprentices, who
to the domain of Tovag, where they meet Vecna’s betrayed the Mad Mage in the early days of Vecna’s
archenemy, Kas the Betrayer. From Kas they have conquest.
the opportunity to recover the incisors of Vecna. In Chapter 14. In chapter 14 the characters finally
chapter 5 the characters visit a traveling Carnival take the fight to Vecna. Jarlaxle uses his submarine,
besieged by malevolent fey. After helping Isolde, the the Scarlet Marpenoth, to smuggle the characters
Carnival’s leader, they are rewarded with the first into Skullport, an underworld city located beneath
digit of Vecna. In chapter 6 the characters summon Mount Waterdeep. Once in Skullport the characters
the Headless Horseman in hopes of recovering the must recruit various factions to help defeat the thir-
Head of Vecna. In truth the Head of Vecna is not a teen enigmatic Skulls who rule over Skullport. With
true relic, although it does hold the molar of Vecna, the Skulls vanquished, the characters can teleport
which is. Finally, the characters have an opportunity into Waterdeep, and break into Ahghairon’s Tower. At
to travel the cursed tombs and underground desert of the top of the tower the characters manage to fight
Har’akir in search of the scalp of Vecna. and best Vecna. However, the characters learn that
Chapter 8. After recovering at least one Vecnan Vecna has turned the Soulmonger, a hideous device
relic, the characters can travel to the abandoned that feeds on the souls of the dead, into his phylac-
domain of Cavitius in hopes of learning more about tery. Using recent knowledge obtained from ancient
Vecna. While there they unexpectedly encounter the Nether Scrolls, Vecna plans to feed upon the souls in
powerful lich Azalin, and learn that he has been using the Soulmonger to fuel his divine ascendancy.
Skeever to manipulate the characters into bringing Chapter 15. Chapter 15 is the concluding chapter.
him the Vecnan relics. Azalin willingly shares infor- The characters race against time to destroy the
mation regarding Vecna. In particular Azalin shares Soulmonger before Vecna transcends to godhood.
incriminating evidence that might be used to turn They discover that the Soulmonger is hidden within
one of Vecna’s greatest allies, the archlich Acererak, Castle Waterdeep, which the archlich Acererak has
against the Maimed Lord. From there the characters turned into a deathtrap dungeon. The characters gain
can use their Vecnan relics to open a portal to the access to the sealed castle by possessing the bodies
Forgotten Realms, although they will need to make of nine trickster gods imprisoned within the castle’s
a difficult decision as to whether or not they allow dungeons. After gaining access to the castle the char-
Azalin to use the portal as well. acters engage in one last battle, with the fate of the
Realms hanging in the balance.
8 Introduction
Adventure Flowchart
CHAPTER 2
CHAPTER 1
Trial Run A Haus
Divided
Luskan
Darkon in Ravenloft
LEVEL 10
LEVEL 11
CHAPTER 3
Float like a Castle,
Sting like an Imp
Darkon in Ravenloft
LEVEL 11
CHAPTER 8
A Skeleton
in the Closet
Citadel Cavitius in Ravenloft
LEVEL 13-15
CHAPTER 9
No Longer
Eye to Eye
Back to Thornhold
LEVEL 13-15
CHAPTER 14 CHAPTER 15
The War for The Rise or Fall
Waterdeep of Vecna
Skullport and Waterdeep Castle Waterdeep
LEVEL 19 LEVEL 20
Introduction 9
Dramatis Personae
The main members of the adventure’s cast of
characters are found in the Dramatis Personae table
below, listed in alphabetical order for easy reference.
Dramatis Personae
Major NPC Description Main Description
Abatha Lea Dwarven veteran Chapter 10, Dismal Delve
Acererak Archlich and Vecna’s most trusted ally Chapter 15, Denouement
Ahghairon Archmage and first Open Lord of Waterdeep Chapter 14, area M16
Azalin Rex Lich and Darklord of Darkon Chapter 8, area H6
Bruenor King of the dwarves Chapter 10, Dismal Delve
Battlehammer
Grandma Fennel Druid from Rivalis Chapter 2, area C4
Grimnir Dwarven priest Chapter 10, Dismal Delve
Halaster Blackcloak Archmage and creator of Undermountain Chapter 13, area K8
Hellenrae Monk and cultist of the Elder Elemental Eye Chapter 10, Triboar
Irik Zal’honan Ghost of the son of Azalin Rex Chapter 3, area E5
Isolde Cambion leader of the Carnival Chapter 5, The Character’s Arrival
Jarlaxle Baenre Drow elf leader of Bregan D’aerthe Chapter 11, The Hunt is Afoot
Kas Vampire warrior and Darklord of Tovag who betrayed Chapter 4, The Clash
Vecna
Kolathid Deep gnome wizard Chapter 10, Dismal Delve
Lady Syth Death knight loyal to Kas Chapter 4, Tovag, Land of the Great
Betrayer
Madame Radanavich Darklord of Richten Haus Chapter 2, area D19
Ogrémoch Elemental Prince of Earth Chapter 10, An Audience with Ogrémoch
Rezmir Dragonborn Black Wyrmspeaker Chapter 12, Castle Naerytar
Shradin Mulophor Former lord of Skullport Chapter 14, The Skull-faced Beggar
Skeever Azalin’s imp familiar Chapter 3, area E7
Sylgar Xanathar’s beloved pet goldfish Chapter 1, Beginning the Adventure
Vecna Lich mastermind who has conquered the Sword Coast Chapter 15, Denouement
Xanathar Beholder and sworn enemy of Vecna Chapter 1, Beginning the Adventure
10 Introduction
Chapter 1
Trial Run
The beholder Xanathar recruits the characters to travel to the Xanathar, having received word of their previous
the plane of Ravenloft in search of information that might exploits, has invited them to the following conclave.
be used to defeat the archlich Vecna. To access Ravenloft the
characters must teleport to Luskan and infiltrate the Host-
Adjust the following narrative as necessary:
tower of the Arcane.
Hidden beneath the seemingly abandoned Thornhold
Keep you find Xanathar’s underground headquarters,
a bustling, grandiose hub of activity. Informants come
and go, using the Underdark to ferry information and
contraband throughout the Realms. Xanathar’s throne
rom Van Richten’s Guide to Raven- room is strikingly opulent, decorated with tapestries,
loft, “In hidden corners of the paintings, and the petrified statues of those who have
Shadowfell are nightmare recently aroused its prickly ire. Its beloved goldfish,
domains that hunger for the Sylgar, swims happily by Xanathar’s side in a mansion-
brave and the innocent, the ambi- sized fish bowl.
tious and the wicked. “You were wise to answer my call, henchpeople. As
you know, it has been five years since that one-eyed
Darkon Rivalis
Rivalis is, on most days, a happy and peaceful town,
As the characters stumble from the mists into standing in contrast to most locales in Darkon, or
an unfamiliar landscape, read or paraphrase the anywhere in any of the domains of Ravenloft. Like
following: most of the inhabitants of Darkon, the townspeople
of Rivalis – mostly halflings – respond to the horrors
After an immeasurable amount of time pushing of their dying domain with willful indifference.
forward through the Mists, you think you see a strange Brigands who live in the nameless forest north of
light ahead of you. The tendrils of Mist slink away from
your skin and you stumble forward onto a grassy field
town or in the Shrouded Hills even farther north (the
near a serene lake. The light of two suns, one much scattered survivors of the Radanavich clan) occa-
larger than the other, casts a molten shimmer on the sionally threaten these peaceful folk. The Kargat,
water. Fishing boats dot the lake’s calm surface. Darkon’s secret police, occasionally intrudes on
Straight ahead of you, maybe a mile distant, is a quaint the town’s serenity as well, seeking information on
village. From this distance, you can make out a cluster some enemy of the state or simply checking in with
of cottages with thatched roofs. Smoke rises from contacts. Rumors of a lake monster, Wolf-Head Wylie,
stone chimneys. Outside the walls of the village are
fields of green crops, though from this distance you
also abound as an explanation for the periodic disap-
can’t make out what kind. Small humanoids walk the pearances of fishing boats on Redleaf Lake or the
rows tending to the greenery. more distant Lake Placid. Finally, on rare nights, a
Looking over your shoulder, you see that the Mists that townsperson will wake up with bite marks on their
brought you here are nowhere to be found. Instead, a neck, complaining about feeling weak and anemic.
wide dirt road winds between grassy meadows before So far, whatever is causing this has not claimed any
disappearing into a tranquil forest. lives, but it seems to grow more voracious as time
goes on, feeding more and more often. The towns-
Thanks to the second “sun”, Biffan is able to recog- people may mention these things, but if asked for
nize this as the domain of Darkon. The halfling skull more information, they quickly clarify that it’s just a
can provide the following information: rumor and move to change the topic of conversation,
J Darkon is one of the largest domains of Ravenloft. fearful that discussing an evil will earn its attention.
Its Darklord is the immortal wizard-king Azalin Key locations in Rivalis include:
Rex. Azalin is an iron-fisted tyrant who rules
distantly from Castle Avernus. The wizard-king
Richten Haus
wisps of fog, but little more. However, when the char-
acters arrive at Richten Haus they find only a bare
stone foundation and the crumbling remnants of the
wall that once surrounded it. Richten Haus and its grounds constitute a pocket
domain ruled over by Madame Radanavich
Searching by Night. If the characters travel at
(appendix A for her backstory and appendix B for her
night, then the hidden trail is engulfed by the Shroud.
stat block), the leader of a gang of brigands that once
While traveling through the Shroud, there is a 50
inhabited the forests north of Rivalis pretending to be
percent chance that the characters will encounter a
Vistani. Though this domain is linked with Darkon,
random horror from the table below:
they are separate domains, and special rules that
d4 Encounter apply to Darkon, such as the memory anomalies, do
1 2d10 zombies not apply here.
2 1d4 mist walkers It is eternally night within Richten Haus. Because
3 2d4 gibbering mouthers of this, once characters have entered this pocket
An insectoid, multi-segmented Aberration (use domain, they are trapped. Anytime the characters
4 the statistics of a behir) enter the mists surrounding Richten Haus they
There is also a possibility of becoming lost or inevitably return to the manor. While travel through
disoriented in the Mists. Whichever character is the Mists of Ravenloft are always dangerous, this is
guiding the party must make a successful DC 15 no more or less true for Richten Haus than any other
Wisdom (Survival) check or become lost. It takes 1d4 domain. The normal rules for passage through the
hours for lost characters to regain their bearings. mist apply (see Van Richten’s Guide to Ravenloft).
During this time they have a 50 percent chance of The Radanavich ghouls encountered within
encountering a random horror. Either way, when they Richten house comprise just a small portion of
eventually reach their destination they find Richten Madame Radanavich’s forces. Others prowl the
Haus intact (see areas D1 and D2). mists, coming and going as they please. If characters
Searching by Day. If the characters manage to find take a long rest within Richten Haus a hunting party
the stone foundation of the manor house during the of 2d4 Radanavich ghouls (appendix B). returns
day and wait for night to fall, they will witness the home, likely discovering the characters unless they
Mists billow over the rolling hills and through the have taken steps to hide their passage.
tree line to their north, swallowing the trees before D1. Wall
rolling quickly across the landscape toward them.
Witnessing this firsthand is a terrifying sight for any The wall surrounding Richten Haus is just shy of ten
living thing, and each character must make a DC 15 feet tall. It is made of brick and topped with wrought
Wisdom saving throw in order to avoid fleeing from iron spikes. If the characters place a hand upon the
the encroaching Mists. While they cannot outrun wall, they will find that it is cold, clammy, and damp
them – at least not through natural means – they will with a viscous slime that makes climbing by natural
become disoriented and lost within the Mists should means exceedingly difficult. Scaling the wall without
they be affected by this fear effect. As before it takes assistance requires a successful DC 15 Strength
1d4 hours for a lost character to regain their bearing. (Athletics) check or DC 15 Dexterity (Acrobatics)
During this time they are attacked by 1d4 mist check. Both sides of the wall are covered with this
walkers. same substance. If not washed from the hands and
feet after scaling, it has detrimental effects. For the
If the characters manage to hold their ground as next hour, any time a character uses an item, weapon,
the Mists billow over the stone foundation, they will or shield they must make a DC 13 Dexterity saving
witness the house appear. A blanket of mist swirls throw or drop the object. Similarly, whenever they
aside and, suddenly, Richten Haus stands before move during adverse conditions (such as combat)
Madame Radanavich
confronting interlopers
in her cursed home
Nana's Concoction
Radanavich any information they find within Castle
Avernus, then she allows them to escape her domain.
The next time they enter the mists surrounding the
manor, they emerge along the outskirts of Rivalis. Once the characters return to Grandma Fennel,
However, the characters are now under the effect of a she quickly processes the herbs into a nauseating
geas spell, and are compelled to stay true to however concoction of clotted, green liquid. She can make
they worded their oath. eight such potions. Drinking a potion makes a char-
acter immune to the poisonous energy radiating
If the characters choose to provide Madame
throughout Castle Avernus for one month.
Radanavich with this information, she will also seek
to recover the body parts of Vecna, sending her After making the concoction Granny Fennel
agents forth in pursuit. They will interfere with the provides the characters with directions to Castle
characters’ own plans in any way possible. These Avernus. To reach the castle they need to travel
agents include Salizarr (if he is still alive), who she fifteen miles south, along Hook Road. Then, they
will compel to do her bidding with the promise of must head east, along a pathway known as the
permanent freedom from the dungeon cell to which Ascent, for twenty miles. Granny Fennel advises the
he is bound, and her Radanavich ghoul agents. characters to avoid the Ascent during the evening, to
avoid the Shroud. See the section on Richten Haus
as to what happens if they ignore her advice.
Castle Avernus
flames of his ever-burning forge have been snuffed
out. If the characters find a suitable replacement, he
asks them to bring it to him, going so far as providing
Floating bits of stone can be used as a makeshift them with a specially enchanted lantern that can be
stairwell, allowing the characters to climb up roughly used to hold such a flame. The continual flame spell
one hundred feet. At this point the characters can will not work, since it does not cast heat. Beyond this,
access the lower end of a spiral staircase that leads allow the characters to be creative when it comes
up another thirty feet to area E1. to relighting the forge. One possibility is to fill the
These effects persists in areas E1 through E7: lantern with flame from the ever-burning brazier in
J A pulsing sphere of spectral green energy can area G26.
be seen about three hundred feet above area If the characters successfully restore Axrock’s
E2. Unless a character has consumed Grandma forge, the dwarf offers to forge them two items of
Fennel’s concoction, its radiance makes them feel their choice. These newly forged items have a +1
nauseated and sick at their stomach, inflicting enchantment. If the characters bring Axrock the
1d6 poison damage for every minute of exposure. adamantine ingots from area G23, the vampire offers
J Despite the spectral radiance, persistent shadows to forge them a suit of adamantine armor in thanks.
cling everywhere, resulting in, at best, dim The weapons rack is filled with a variety of expertly
illumination. crafted weapons and armor. Although most are
nonmagical in nature, they are each worth ten times
J The mournful wails of a female elf can be heard
their usual value due to their craftsmanship.
from area E7.
J Smaller bits of debris drift about. This debris
includes crumbled bits of masonry, broken furni- Rise of Vecna
ture, shattered shards of china, and a grandfather If the characters have played Rise of Vecna and one of them
clock that still chimes ominously on the hour. wields Zespara’s perfect blade, then Zespara is fascinated by
Axrock’s handiwork. She implores the characters to spend
E1. Entrance a day with the dwarf, so that she can study his techniques.
Axrock, in turn, is curious about Zespara and seeks to learn
This hovering island of stone is roughly 50 feet long from her. If the characters indulge this exchange, and have
and 30 feet wide. The edges are crumbling, but even relit the forge, then Axrock agrees to apply his forging tech-
the smaller pieces of crumbling stones are frozen in niques to Zespara’s perfect blade, granting it the properties
midair. During the day, shadows clings to the stone of a sword of sharpness.
with unnatural persistence, shrouding the area in
Skeever
Skeever has the same statistics as an imp. However, as the
familiar of one of Ravenloft’s most legendary Darklords, the
imp has a number of additional traits:
Deathless Servant. While in Ravenloft, anytime that Skeever
is killed, he bursts into a cloud of brimstone. He then
reforms one minute later with all his hit points restored, at
the location of his death.
Mistwalker. By walking into the mists of Ravenloft, Skeever
can freely travel from one domain to another and does not
need any special talismans or keys to do so. Skeever can
bring with him up to ten creatures of his choosing that are
not otherwise bound to a domain. Willow and her tormented fate now
Home Sweet Home. Using an action, Skeever can teleport stands as a dark warning to all:
Never betray Azalin Rex
himself and up to ten willing creatures within 60 feet of
him to area E8 in Castle Avernus. He does so without error
and regardless of planar barriers.
An Impish Guide
And can bring his new masters!”
Skeever is true to his word and can lead the char-
acters through the mists to each of the listed Vecnan
If the characters inquire about Vecna, Skeever
body parts. The adventures associated with each
bounces up and down in midair before exclaiming,
body part are listed in chapters 4 through 7. Skeever
“Yes! Skeever is a good servant! Skeever know that
suggests that the characters gather at least one of
name! Skeever show you!” before leading the charac-
these body parts. Once they have done so, the organs
ters to a thin journal hidden amidst the laboratory’s
can be used as keys to travel to the otherwise inac-
equipment. Opening the book reveals a message
cessible domain of Cavitius. The characters can
that, although it appears to have been written at least
choose how many of the body parts they wish to
months ago, has just been hastily scrawled into the
obtain.
book by Azalin via magic:
During their travels Skeever is a relentless
sycophant. He attaches himself to one character,
“Curse the infernal Dark Powers, whatever they might
be. If only they could be made flesh. Such pain I would
repeatedly referring to that character as master. If
delight in inflicting upon them. They would beg for the character has another familiar or pet, Skeever
release but, as is their due, none would be found. expresses jealousy and tries to arrange for an acci-
My servants continue to bring me news from across dent to befall the character’s companion. At Azalin’s
the various domains. Most of it is predictably dreary behest Skeever periodically interrogates the party, so
– some lesser invention from Lamordia, a new cantrip that the lich-king can learn as much about them as
from Hazlan, or another one of Von Zarovich’s tedious possible before their inevitable encounter.
dinner parties. However, there was one intriguing
tidbit. The archlich Vecna has found a way to break
these misty chains and win his freedom from the Allow the characters to advance to 12th level after
cursed powers that be. His old domain, Cavitius, lies
they discoverAzalin’s journal and ally with Skeever.
undefended. Perhaps there I can find the secret to
escaping Ravenloft. . .”
Thoroughfare
need to survive. Although these entertainers are well
intentioned, sinister forces travel in their wake. . .”
As the Carnival travels through the Mists, it is
hounded by malevolent fey creatures. Just as the Most of the stalls lining the thoroughfare have been
characters arrive, these fey creatures have finally vandalized and abandoned. However, a few stalls are
caught up with the circus and are holding many of its manned by dark fey, each of which holds a hostage.
troupers hostage. The fey demand that the characters play a deadly
game for the life of the hostage. These games enrage
For more details on this unique, traveling domain
Isolde; however, directly attacking the fey risks the
see Van Richten’s Guide to Ravenloft.
death of her workers, who she sees as family. This
The Carnival
tense war between Isolde’s desire for bloody revenge
and fear over the death of her people plays out
repeatedly during each interaction.
The characters emerge from the Mists onto hard-
packed litter-strewn earth. The air smells of heavily Shell Game
buttered popcorn, and loud circus music blares This booth is run by a twitchy, grinning quickling
endlessly. A few hundred feet to the north stands a (appendix B) that speaks so fast that its words run
thoroughfare of games, food, and sideshow stalls together. At the back of the booth are three cocoons
leading to the Big Top, the carnival’s largest tent. swarming with thousands of tiny spiders. Muffled
Standing within the thoroughfare is a dark-skinned screams can be heard from within each cocoon.
female elf wielding a longsword that glows brightly Isolde recognizes the screams as coming from
red. The elf seems to be screaming in anguish, Tindal (mage), the Carnival’s cynical, fast-talking lead
although the screams are largely drowned out by the barker.
ceaselessly festive circus music. The cackling, hyperactive quickling indicates that
The elf is Isolde, the Carnival’s leader. She is an only one of the cocoons actually contains Tindal.
eladrin (an elf native to the Feywild) that uses the If the characters guess which one correctly then
cambion stat block. Her holy avenger longsword, Tindal lives, but if they guess incorrectly then he will
Nepenthe, is the actual lord of the Carnival’s domain. be eaten alive by spiders. At this point the quickling
If the characters approach Isolde, they find her snatches a buzzing fly from out of the air and crushes
surrounded by piles of dead leaves and crouched over it between its fingers. It then pulls out three shells
the mangled body of a carnival hand. Her screams before placing the fly under one of the shells. Without
waver between unbearable sadness and unbridled warning it shuffles up the shells with dizzying speed.
Big Top
back of the booth is a glass coffin. Within the coffin
can be seen a red-haired woman, who pounds on
the glass noiselessly. Isolde recognizes the woman
as Charlotte the Fire Eater (veteran), the circus’s The characters enter the big top via the only opening,
juggling daredevil. Next to the coffin is a tall, slender located towards the north (marked E on the map). On
tower with a chime of opening attached to the top. At the east and west side of the arena are two 50-foot-
the base of the tower is a padded lever. tall vertical poles that are connected by a tightrope.
A sobbing clown dangles from the tightrope by a
The satyr flexes its muscles casually before handing second, fraying rope. Isolde can identify the clown as
a mallet to the strongest looking character and The Organ Grinder (scout), the circus’s mute buffoon
gesturing wordlessly to the lever. If a character makes (marked O on the map). A tiny creature, in clown’s
a successful DC 25 Strength (Athletics) while hitting garb, rides a unicycle back and forth along the tight-
the lever with the mallet, then a rubber puck flies up rope (marked C on the map). The creature’s face
the tower and hits the chime. This, in turn, opens the is dominated by a gaping maw of needle-like teeth
coffin. painted over with the pantomime of a clown’s smile.
The coffin is sealed shut and can only be opened The tiny creature is a feedling (appendix B). Twenty
with the chime of opening or a knock spell. more of these clownish creatures run about the big
Alternatively, the coffin can be broken open. It has AC top’s stadium and bleachers (marked F on the map).
15, 200 hit points, and vulnerability to bludgeoning Underneath the Organ Grinder is a raised, 10-foot-
and thunder damage. Charlotte is already asphyx- high pool of water. A shark’s fin can be seen circling
iating as the characters arrive, and only has two within the 20-foot-diameter pool. The shark’s fin
rounds left until she dies. belongs to a feral wereshark (marked W on the map;
Once Charlotte is either freed or dies, Isolde howls appendix B).
in anger, striking the satyr down. The satyr, once Next to the pool of water is a male human covered
slain, dissipates into a pile of dead leaves. Charlotte, in tumorous layers of undulating muscles. The
should she live, thanks the characters but is too trau- hideously deformed man is hunched over, overbur-
matized to do much more than that. dened by the weight of his own muscles. This sad
Knife Throwing figure is the circus’ strongman, Hermos the Half-
This booth is run by a dozen Chaotic Evil sprites Giant (marked H on the map). He has been cursed by
who delight in saying mean things and ridiculing fey magic; his muscles distended to the point where
others. At the back of the booth is a spinning, wooden they threaten to crush his skeleton. An invisible
wheel. Tethered to the wheel with frayed rope is a sprite floats over his head, controlling his actions like
dark-haired woman with leathery wings. Isolde recog- a puppeteer. Any character who makes a successful
nizes the woman as Amelia (scout with a flying speed DC 15 Wisdom (Insight) check notices that his jerky
of 30 feet) the circus’s cheery acrobat. movements are reminiscent of a puppet pulled on
strings. His condition can be removed by killing the
sprite, or with a remove curse spell.
A Spirit of Rage
summoned by a
coven of hags
Chapter 10
Dropping the Battlehammer
The characters recruit the assistance of the Cult of the Elder
Elemental Eye to track down Bruenor Battlehammer, the miss- Through a diplomatic combination of strength
ing dwarven king. After finding out that Bruenor has been and appeasement, Triboar has managed to retain its
trapped by dao within the Elemental Plane of Earth, the char- independence from the various factions governing
acters must travel to the City of Jewels. After fomenting an the Realms. If anything, Triboar has grown in pros-
uprising, the characters must lead Bruenor’s people, as well
perity since Vecna’s conquest. Triboar provides an
as the petrified king, to safety.
ideal place for the characters to rest, spend coin, and
engage in other non-adventurous pursuits. As such
it is recommended that DMs encourage the charac-
ters to finish this quest first. Details on Triboar can
be found in Rise Of Vecna as well as Storm King’s
Thunder. In the absence of these books populate the
riboar is the natural starting point town with a handful of colorful, high-level NPCs as
for those looking for Hellenrae. The well as some shops where the characters might be
large town stands at the intersection able to spend their hard-earned coin.
of the Long Road and Evermoor Way. Before beginning this chapter, read the Dwarfholds
Its flat, fertile ground makes it ideal of the North section of appendix A to familiarize your-
for farming and ranching. Because of this, Triboar is self with what has befallen the dwarves since Vecna’s
a sprawling, decentralized town. conquest.
Leilon
astride the dragon is the Black Wyrmspeaker,
Rezmir (appendix B) who gracefully dismounts
to confront the characters. Mere seconds later
Leilon is a small town near the High Road, nestled Voaraghamanthar’s twin, Waervaerendor (adult
between mountains to the east and coastal mudflats black dragon), perches atop the castle under the
to the west. South of Leilon is the Mere of Dead Men, effects of a ring of invisibility.
a trackless swamp created almost a thousand years
Rezmir’s initial plan is to kill the characters and
ago by the lich Iniarv.
take their treasure as tribute for Tiamat. However,
she is also curious as to the characters’ motives and
is willing to hear them out. Rezmir is whole-heartedly
devoted to Tiamat and knows that the Dragon Queen
seeks to dethrone Vecna. Because of this she is
receptive to any plans that involve the lich’s downfall.
After hearing the characters out, Rezmir makes the
following proposal:
Neverwinter Wood
The Neverwinter Wood holds countless ruins and
more than a few crumbling castles. The area around
Gauntlgrym is heavily patrolled by the fire giants and
their servants. Bypassing these patrols requires a
successful DC 15 group Dexterity (Stealth) check. A
Though Rezmir is an imposing figure, typical patrol consists of one fire titan (appendix B)
her mighty dragon, Voaraghamanthar,
is perhaps even more so and three ogres. Each patrol carries a horn that is
sounded immediately upon the detection of intruders.
Once a horn is blown, additional patrols arrive every
five minutes.
Rezmir can provide additional information: The Vonindod rests within a forest clearing
J The Vonindod is an 80-foot-tall construct forged (marked V on the map). It is currently being tended
from adamantine. It wields an adamantine by two fire titans, two salamanders, and two azers.
greatsword that can easily cleave through drag- The perimeter of the clearing is warded by an invis-
onscale as well as an adamantine harpoon that ible tripwire of magic that issues forth the sound of a
can fell even an ancient dragon. The titan is blasting horn if tripped. The tripwire can be detected
not an animated construct but rather piloted by with detect magic. If detected, it is easily avoided.
unknown creatures. The Vonindod is 80 feet tall. It has been crafted to
J The Vonindod is currently inactive and stationed look like an imposing fire giant with a horned helm
within the Neverwinter Wood near the fire giant and a greatsword. A massive harpoon is attached to
fortress of Gauntlgrym. Rezmir can provide a its back. The construct is almost entirely composed
map to where the construct is located within the of adamantine with two huge rubies for eyes. There
forest. The area about Gauntlgrym, much like is a visible access port in the Vonindod’s right heel.
Waterdeep, is warded against the intrusion of The access port is locked, although the lock can
dragons and their ilk. be picked with a successful DC 25 Dexterity check
made with thieves’ tools. The adamantine lock
J Rezmir suggests that the characters sneak cannot be broken, although a hole large enough for
through the woods and break into the Vonindod. a Medium-sized creature to crawl through can be
If they can pilot the construct to the edge of the burned through the port with Tiamat’s acid. The
woods, then Rezmir can arrange for the construct access port leads to area J1.
to be transported to the Soaring Citadel, where
it can be protected by Tiamat and her consorts. J1. Legs of the Vonindod
Rezmir warns the party against retaining the The Vonindod has two legs. Each of the legs is
Vonindod, as the titan would be easy for Vecna roughly 10 feet in diameter and 40 feet tall. Their
and his liches to track. To aid with this task, interior is lined with a network of pipes and adaman-
Rezmir offers up a dragonscale receptacle filled tine rivets. There is an intricate series of gears along
with Tiamat’s divine acid. This highly concen- the construct’s knees. Ladders lead up to area J2.
trated acid works like alchemist’s fire (PHB) Two salamanders are currently performing routine
except that it inflicts 10d6 acid damage. maintenance within the Vonindod’s left leg.
Phandalin
to you poking your noses around places they have no
business.”
Phandalin is a frontier town built upon the ruins of Durnan brings down a large, heavy, oval glass
an older settlement. Its remote location has served mirror. He lays it upon the floor and then waves his
it well in the intervening years, and it has been left hands over it. As he does so the glass begins to ripple
largely untouched since Vecna’s conquest. The town gently like water. The bartender warns the characters
boasts about eighty buildings and serves as home to that the portal is likely one-way and that they will
an assortment of farmers, woodcutters, fur traders, need to find their own way out of Undermountain
and prospectors. before bidding them good riddance. If the characters
The Stonehill Inn can be found within the center touch the mirror, they are transported to area K1.
of the town. It is a plain building of fieldstone and
rough-hewn timbers. It is filled, most hours of the
K1. Entry Chamber
day, by townsfolk enjoying the local cider. Tending There is a flash of teleportational energy, and the
the bar is a middle-aged man with a receding hair- characters find themselves in a dark, forty-foot square
line and thick, bushy mustache. The bartender goes chamber with a floor of sand. The walls are made
by the name of Dern (N male human veteran) but from plain, fitted stone. A dark-watered river runs
is, in fact, Durnan, the renowned former proprietor along the western side of the room. A rickety gondola
of Waterdeep’s Yawning Portal. To avoid arrest and floats within the river, moored to a short, broad dock.
execution, Durnan fled Waterdeep long ago. He A tall, gaunt, male human stands in the northeastern
has since been laying low in the remote town of corner of the room. He wears dark, tattered robes
Phandalin. adorned with eyelike patterns.
The statue is a wax replica of Halaster Blackcloak,
the Mad Mage of Undermountain. The robes are
River Properties part of the statue and cannot be removed. Within five
The river is oily and dark. Although the boat drifts smoothly seconds of the character’s arrival the statue begins to
along the river, the waters themselves seem placid and giggle before proclaiming, “Welcome to the new and
there is no evidence of a current. The boat moves 10 feet
a round. The water is 20 feet deep and unbearably cold improved Undermountain! Better tricks! Better traps!
to the touch. Any character who spends a round within Better apprentices! You are currently on level one, the
the enervating water must make a successful DC 15 Museum Level. Please step on the gondola, and after
Constitution saving throw or become inflicted with one a brief historical tour, you will be teleported to the
level of exhaustion. most appropriate level of the dungeon.”
Council Description
Member
Bruenor The dwarven king has spent his time rallying the scattered remnants of his people to his banner and has
Battlehammer found considerable reinforcements sequestered within distant Ironmaster. Key Desire. Revenge upon Vecna
for the death of his people.
The half-dragon speaks on behalf of Tiamat who is willing to pledge a wing of dragons to the battle; however,
Wyrmspeaker Waterdeep is currently protected by Ahghairon’s dragonward, a powerful mythal that prevents dragons from
Rezmir passing over the city. This dragonward is created by a magical staff known as the Dragonstaff of Ahghairon.
Key Desire. Treasure for Tiamat’s hoard, as well as the Dragonstaff, so that Tiamat might destroy it.
The drow elf is an expert thief, capable of sneaking in and out of even the most secure location. Because of
Jarlaxle Baenre this, he is well suited to sneaking into Waterdeep and procuring the Dragonstaff. Jarlaxle also commands a
sizable navy that he is willing to use in combat, so long as he is properly compensated. Key Desire. To rule
Luskan yet again.
The Mad Mage of Undermountain, if included in the council, speaks primarily in giggling non-sequiturs. If
Halaster pressed, however, the archmage will pledge to provide arcane support to any armies, neutralizing liches and
Blackcloak rival archmages as needed. Key Desire. Relocating Undermountain beneath Waterdeep as well as attempting
to convince one of the characters to serve as a new apprentice.
The cultist speaks on behalf of not only Ogremoch but the other three Elemental Princes as well. The
Elemental Princes are willing to pledge a small army of mephits and elementals. Keep in mind that
Ogremoch is cognizant of anything communicated by the characters through Ears of Ogremoch, which
Hellenrae may or may not sabotage negotiations. Key Desire. The Elemental Princes seek to free Tharzidun, the god
of Eternal Darkness, Decay, Entropy, Malign Knowledge, Insanity, and Cold, although they do not share this
knowledge with the characters. They believe that Tharzidun is being held captive by Vecna and thus require
little persuasion to help. For more details on Tharizdun see the Doomed Forgotten Realms: SwOrd COast Gazetteer.
Trickster Gods
Spirit Align. Personality Flaw Enemy Form
I’jin (female) CN Fickle and unpredictable “I never stick to a plan.” Obo’laka almiraj
Kubazan CG Wild and spirited “I am fearless and not afraid to Papazotl froghemoth
(male) take great risks.”
Moa (male) LG Truthful and kind “I must always speak the truth.” Wongo jaculi
Nangnang NE Selfish and cruel “I won’t share with others.” Shagambi grung
(female)
Obo’laka LN Nervous and obsessive “I am risk-averse and a slave to I’jin zorbo
(female) routine.”
Papazotl LE Shrewd and conniving “I bow before no one and expect Kubazan eblis
(male) others to do as I command.”
Shagambi NG Wise and virtuous “I never show mercy to evildoers.” Nangnang kamadan
(female)
Unkh N Self-absorbed and “I am incapable of making - flail snail
(female) indecisive decisions.”
Wongo CE Violent and deranged “I act without concern for the Moa su-monster
(male) well-being of others.”
Castle Waterdeep
directly from the Paraelemental planes. In turn, it
powers the hundreds of traps scattered throughout
Castle Waterdeep as well as the forcefield that
Castle Waterdeep was designed by Acererak to be currently protects the fortress. The amount of steam
the ultimate deathtrap dungeon. However, divine used by the traps is measured precisely and regulated
intervention provides the characters with an unusual by steam release valves. If too much steam courses
opportunity to neutralize it from within. through the pipes, a failsafe system shuts everything
N1. Cells down, temporarily disabling all traps and forcefields.
To activate this failsafe five steam release valves must
These damp, mold-ridden cells are barely large
be opened (see the “Steam Release Valves” sidebar).
enough to hold their occupants. Imprisoned within
This information is known to the trickster gods from
them can be found I’jin (N1a), Kubazan (N1d), Moa
their years of confinement and communicated to the
(N1c), Nangnang (N1b), Obo’laka (N1e), Papazotl
characters as they enter this room.
(N1g), Shagambi (N1h), Unkh (N1i), and Wongo
(N1f). Because the trickster guards are always left The control machine can be figured out by any
in a state of near death, the doors to their cells are character that makes a successful DC 15 Intelligence
unlocked. The doors to most of the cells can be (Investigation) check. Only Nangnang, Papazotl, or
pushed open in either direction by a creature with a Wongo have the appropriate appendages to operate
Strength of 10 or higher. The only exception is the the machine. Once they have determined how the
large double doors leading into Kubazan’s cell, which machine works, they may use an action to trigger
require a Strength of 20 or higher to push open. either of the following effects:
The hallway is made of the same damp, moldy
stone as the cells. Hidden within it are two covered Huge and Large Creatures
pit traps. The pit traps can be detected with a Because Kubazan is Huge he cannot fit into 5-foot-wide
successful DC 15 Wisdom (Perception) check. tunnels. Kubazan can squeeze through 10-foot-wide
I’jin is too tiny to trigger the trap and can run over tunnels but must spend 1 extra foot for every foot he
moves there, and he has disadvantage on attack rolls and
the covered pits safely. Kubazan and Unkh trigger
Dexterity saving throws. Attack rolls made against Kubazan
the trap but are too large to fall into the pit. Any have advantage whenever he is squeezing into a smaller
other trickster god must make a successful DC 15 space. Similarly, Moa, Papazotl, Shagambi and Unkh must
Dexterity saving throw or fall 10 feet into a pit of squeeze to fit into 5-foot-wide tunnels.
spikes, taking 1d6 bludgeoning damage plus an
Citadel Cavitius
band of mercenaries to destroy him, and Azalin,
desperate and near capture, fled into a glen cloaked
in fog. The mercenaries searched the glen but could
not find him. The Mists of Ravenloft had carried him Within the upper floors of Vecna’s Palace can be
into Barovia, the domain ruled by Strahd. found a shrine decorated with murals that depict the
history of Vecna. For players interested in the lore
Despite his incredible powers, Azalin was trapped
and backstory of the Maimed Lord, you can read
in Ravenloft, and he was further humiliated as he
or paraphrase the following (abbreviated from Die
was subjugated by the lord of Barovia, Strahd von
Vecna Die!):
Zarovich. Though Azalin’sphysical powers were
greater than Strahd’s, the mage still feared the Scene One. A handsome young wizard wearing
vampire. Azalin was mystified by Strahd’s connection robes adorned with snakes casts a spell that causes
to the land: He believed that without Strahd, Barovia an elderly man in ornate platemail to writhe in pain
and all within it – including himself – would cease before him, as a mixture of soldiers and spellcasters
to exist. Under great duress Azalin because Strahd’s look on in awe. The warrior’s skull is starting to split
servant, and he loathed every moment of it. He vowed open, revealing his brain.
that if he won his freedom, he would never again Scene Two. The same wizard, now wearing a
swear fealty to any creature, living or dead. crown and sitting on a throne of snakes, looks
At Strahd’s behest, Azalin taught him great on with a wistful smile as a hooded executioner
sorceries. In addition, Azalin spent much time inves- prepares to strike a noble woman wearing an elegant
tigating the mysterious Mists surrounding Barovia. dress and jewelry of a fashion that is unknown to
Strahd wanted him to try to find a way out of the the characters. Corpses litter the ground around the
demiplane, and Azalin, yearning for the same escape, figures.
willingly complied.
Arcane Adaptoid
Large Construct, Unaligned
Azalin Rex explosion of fire centered on a point he can see within 120
feet of him. Each creature in a 20-foot-radius sphere centered
Medium Undead (Wizard), Lawful Evil
on that point must make a DC 23 Constitution saving throw,
taking 60 force damage on a failed save, or half as much
Armor Class 17 (natural armor) damage on a successful one.
Hit Points 285 (30d8 +150) Spellcasting. Azalin casts one of the following spells, using
Speed 30 ft. Intelligence as the spellcasting ability (spell save DC 23):
At will: animate dead, detect magic, levitate, telekinesis
STR DEX CON INT WIS CHA 2/day each: globe of invulnerability, Otiluke’s freezing sphere
13 (+1) 8 (−1) 20 (+5) 27 (+8) 21 (+5) 20 (+5) 1/day each: dominate monster, power word kill, wish
Bonus Actions
Saving Throws Con +12, Int +15, Wis +12 Summon Undead (1/Day). Azalin magically summons five
Skills Arcana +22, History +22, Insight +12, Perception +12, wights or wraiths. The summoned creatures appear in
Religion +15 unoccupied spaces within 60 feet of Azalin, whom they obey.
Damage Resistances cold and lightning They take their turns immediately after Azalin. Each lasts for
1 hour, until it or Azalin dies, or until Azalin dismisses it as a
Damage Immunities necrotic, poison; bludgeoning, piercing, bonus action.
and slashing from nonmagical attacks
Condition Immunities blinded, charmed, deafened, exhaus- Reactions
tion, frightened, paralyzed, petrified, poisoned, stunned
Negate Spell (Recharge 5–6). Azalin tries to interrupt a spell
Senses truesight 120 ft., passive Perception 22 he sees a creature casting within 60 feet of him. If the spell
Languages Abyssal, Common, Draconic, Dwarvish, Elvish, is 3rd level or lower, the spell fails and has no effect. If the
Giant, Infernal, Primordial, Undercommon spell is 4th level or higher, Azalin makes an Intelligence check
Challenge 23 (50,000 XP) Proficiency Bonus +7 against a DC of 10 + the spell’s level. On a success, the spell
fails and has no effect.
Arcane Mastery. Any saving throw against Azalin’s Arcane Petrified Retribution (Recharge 5-6). When he is hit by
Explosion, Petrified Rertribution, or a spell cast by Azalin is an attack, Azalin forces the attacker to make a DC 23
made with disadvantage. Constitution saving throw. On a successful save, nothing
happens. On a failed save, the attacker is restrained as its
Legendary Resistance (3/Day). If Azalin fails a saving throw, flesh begins to harden and it must repeat the saving throw
he can choose to succeed instead. at the end of each of its turns. If it succeeds this save three
Rejuvenation. Azalin’s body turns to dust when he drops to times, the effect ends. If it fails three times, it is turned to
0 hit points, and his equipment is left behind. Azalin gains stone and subjected to the petrified condition for 1 minute.
a new body after 1d10 days, regaining all hit points and The successes and failures don’t need to be consecutive;
becoming active again. The new body appears within 5 feet of keep track of both until the target collects three of a kind.
Azalin’s phylactery, a platinum dragon’s head with ruby eyes. If the creature is physically broken while petrified, it suffers
Spell Resistance. Azalin has advantage on saving throws from similar deformities if it reverts to its original state.
Legendary Actions
against spells and resistance against the damage from spells.
Turn Immunity. Azalin is immune to effects that turn undead.
Azalin can take 3 legendary actions, choosing from the
Actions options below. Only one legendary action option can be
used at a time and only at the end of another creature’s turn.
Multiattack. Azalin makes two Paralyzing Touch or Arcane Azalin regains spent legendary actions at the start of his turn.
Burst attacks.
At-Will Spell. Azalin casts one of his at-will spells (This spell
Paralyzing Touch. Melee Spell Attack: +8 to hit, reach 5 ft., can’t benefit from the Arcane Mastery or Overchannel traits).
one target. Hit: 10 (3d6) cold damage, and the target must
succeed on a DC 20 Constitution saving throw or be para- Translocation. Azalin magically teleports up to 60 feet to an
lyzed for 1 minute. The target can repeat the saving throw at unoccupied space he can see.
the end of each of its turns, ending the effect on itself on a Refocus Arcana. Azalin recharges his Negate Spell or
success. Petrified Retribution reaction.
Arcane Burst. Melee or Ranged Spell Attack. +15 to hit, reach Disrupt Life (Costs 3 Actions). Each creature within 20 feet of
5 ft. or range 120 ft., one target. Hit: 88 force damage. Azalin must make a DC 20 Constitution saving throw against
Arcane Explosion (Recharge 4–6). Azalin creates a magical this magic, taking 42 (12d6) necrotic damage on a failed save,
or half as much damage on a successful one.
Multiattack. The blackstar knight makes four melee attacks Cold to the Touch. A creature that touches the bleakborn
in any combination. or hits it with a melee attack while within 5 feet of it takes 7
Deathsword. Melee Weapon Attack: +11 to hit, reach 5 ft., (2d6) cold damage.
one target. Hit: 14 (2d6 + 7) slashing damage plus 9 (2d8) Heat-Draining Aura. At the start of each of the bleakborn’s
necrotic damage. If the target is a creature, it must succeed turns, each creature within 15 feet of it takes 7 (2d6) cold
on a DC 19 Wisdom saving throw or be deathmarked. While damage and the bleakborn regains lost hit points equal to
deathmarked, a creature takes 9 (2d8) necrotic damage at half the damage done. A humanoid slain by this damage
start of each of its turns. A creature can use an action to rises as a bleakborn at the end of its next turn.
repeat the saving throw on each of its turns, ending the
effect on itself on a success. Unless the bleakborn’s remains are sprinked with holy
water or destroyed, this trait continues to function even
Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., one after the bleakborn is reduced to 0 hit points.
target. Hit: 16 (2d8 + 7) bludgeoning damage. If the target
is a creature, it must succeed on a DC 19 Strength saving Turn Resistance. The bleakborn has advantage on saving
throw or be knocked prone. throws against any effect that turns undead.
Blackstar Lightning. Ranged Spell Attack: +8 to hit, range Undead Fortitude. If damage reduces the bleakborn to 0 hit
120 ft., one creature. Hit: 45 (10d8) necrotic damage and points, it must make a Constitution saving throw with a DC
each other creature within 10 feet of the target takes 9 of 5 + the damage taken, unless the damage is radiant or
(2d8) necrotic damage. Each creature that takes damage from a critical hit. On a success, the bleakborn drops to 1
must succeed on a DC 19 Constitution saving throw or be hit point instead.
Actions
stunned until the end of its next turn.
Reactions Multiattack. The bleakborn makes two slam attacks.
Undying Duty (1/Day). When the blackstar knight is reduced Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
to 0 hit points, it can target any number of creatures within Hit: 7 (1d6 + 4) bludgeoning damage plus 16 (3d10) cold
10 feet of it, dealing 11 (2d10) necrotic damage to each damage. A humanoid slain by this attack rises 1 minute later
undead and 5 (1d10) necrotic damage to all other creatures, as a zombie, unless the humanoid is restored to life or its
regaining lost hit points equal to the total damage dealt. body is destroyed.
Champion
pistols, bullets, and packets of smokepowder. These drow
gunslingers are expert pistoleers, as skilled with their guns
MONSTERS OF THE MULTIVERSE as the best archers are with their bows.
Ebbasheyth Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
Hit: 13 (2d6 + 6) slashing damage.
Huge Dragon, Chaotic Evil
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target.
Armor Class 19 (natural armor) Hit: 15 (2d8 + 6) bludgeoning damage.
Hit Points 195 (17d12 + 85) Frightful Presence. Each creature of Ebbasheyth’s choice
that is within 120 feet of Ebbasheyth and aware of her must
Speed 40 ft., fly 80 ft., swim 40 ft. succeed on a DC 16 Wisdom saving throw or become fright-
ened for 1 minute. A creature can repeat the saving throw
at the end of each of its turns, ending the effect on itself on
STR DEX CON INT WIS CHA a success. If a creature’s saving throw is successful or the
23 (+6) 14 (+2) 21 (+5) 14 (+2) 13 (+1) 17 (+3) effect ends for it, the creature is immune to the dragon’s
Frightful Presence for the next 24 hours.
Saving Throws Dex +7, Con +10, Wis +6, Cha +8 Shadow Breath (Recharge 5 − 6). The dragon exhales
shadowy acid in a 60 foot line that is 5 feet wide. Each crea-
Skills Perception +11, Stealth +12 ture in that line must make a DC 18 Dexterity saving throw,
Damage Resistances necrotic taking 54 (12d8) necrotic damage on a failed save, or half as
Damage Immunities acid much damage on a successful one. A humanoid reduced to 0
hit points by this damage dies, and an undead shadow rises
Senses blindsight 60 ft.,darkvision 120 ft., passive Perception from its corpse and acts immediately after the dragon in the
21 initiative count. The shadow is under the dragon’s control.
Languages Common, Draconic
Challenge 16 (15,000 XP) Proficiency Bonus +5 Bonus Actions
Shadow Stealth. Ebbasheyth takes the Hide action, provided
Amphibious. Ebbasheyth can breathe air and water. she is in dim light or darkness.
Legendary Resistance (3/Day). If Ebbasheyth fails a saving
throw, she can choose to succeed instead.
Legendary Actions
Living Shadow. While in dim light or darkness, Ebbasheyth Ebbasheyth can take 3 legendary actions, choosing from
has resistance to damage that isn’t force, psychic or radiant. the options below. Only one legendary action option can be
used at a time and only at the end of another creature’s turn.
Sunlight Sensitivity. While in sunlight, Ebbasheyth has disad- Ebbasheyth regains spent legendary actions at the start of
vantage on attack rolls, as well as on Wisdom (Perception) her turn.
checks that rely on sight.
Detect. Ebbasheyth makes a Wisdom (Perception) check.
Actions Tail Attack. Ebbasheyth makes a tail attack.
Multiattack. Ebbasheyth can use her Frightful Presence. She Wing Attack (costs 2 Actions). Ebbasheyth beats her wings.
then makes one Bite attack and two Claw attacks. Each creature within 10 feet of Ebbasheyth must succeed on
a DC 19 Dexterity saving throw or take 13 (2d6 + 6) blud-
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. geoning damage and be knocked prone. Ebbasheyth can then
Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) necrotic fly up to half her flying speed.
damage.
The Eye Keen Sight. The Eye has advantage on Wisdom (Perception)
checks that rely on sight.
Large Construct, Lawful Evil
Immutable Form. The Eye is immune to any spell or effect
Armor Class 18 (natural armor) that would alter its form.
Hit Points 161 (19d10 + 57) Magic Resistance. The Eye has advantage on saving throws
against spells and other magical effects.
Speed 30 ft.
X-Ray Vision. The Eye’s vision penetrates 1 foot of stone,
1 inch of common metal, or up to 3 feet of wood or dirt.
STR DEX CON INT WIS CHA Thicker substances block this vision, as does a thin sheet of
lead.
20 (+5) 9 (−1) 17 (+3) 6 (−2) 17 (+3) 21 (+5)
Actions
Skills Arcana +10, Perception +15 Multiattack. The Eye makes two Gaze attacks.
Saving Throws Int +4, Wis +9, Cha +11 Gaze. Melee or Ranged Spell Attack: +11 to hit, reach 5 ft.
Damage Resistances necrotic or range 120 ft., one creature that can see the Eye. Hit: 16
(2d10 + 4) psychic damage, and the target must make a
Damage Immunities bludgeoning, piercing, poison, slashing DC 19 Wisdom saving throw. On a failed save, the target is
Condition Immunities charmed, frightened, paralyzed, petri- stunned until the end of its next turn.
fied, poisoned Withering Rays. Thin pale rays are projecting from a multi-
Senses truesight 120 ft. passive Perception 25 tude of th Eye’s eyes, targeting a creature, an object, or a
Languages Understands Common but can’t speak, telep- creation of magical force, such as the wall created by wall of
athy120 ft. force. A creature targeted by these rays must succeed on a
Challenge 18 (20,000 XP) Proficiency Bonus +6 DC 19 a Dexterity saving throw or take 75 (10d6 + 40) force
damage. The target is disintegrated if this damage leaves it
with 0 hit points.
Eyebite. The Eye’s eyes are imbued with dread power. When A disintegrated creature and everything it is wearing and
a creature that can see the Eye starts its turn within 30 feet of carrying, except magic items, are reduced to a pile of fine
it, the Eye can force it to make a DC 19 Wisdom saving throw gray dust. The creature can be restored to life only by means
if it can see the creature. On a failed save, the creature is of a true resurrection or a wish spell.
affected by one of the following effects. On a successful save,
the creature is immune to the Eye’s eyebite trait for 24 hours. Innate Spellcasting. The Eye’s innate spellcasting ability is
Charisma. It can cast the following spells (spell save DC 19),
Asleep. The creature falls unconscious. It wakes up if it requiring no material or verbal components.
takes any damage or if another creature uses its action to
shake the sleeper awake. At will: clairvoyance, crown of madness
Panicked. The creature is frightened of the Eye. On each of 3/day: dominate monster
its turns, the frightened creature must take the Dash action
and move away from the Eye by the safest and shortest Legendary Actions
available route, unless there is nowhere to move. If the The Eye can take 3 legendary actions, choosing from the
target moves to a place at least 60 feet away from the Eye options below. Only one legendary action option can be used
where it can no longer see the Eye, this effect ends. at a time and only at the end of another creature’s turn. The
Sickened. The creature has disadvantage on attack rolls and Eye regains spent legendary actions at the start of its turn.
ability checks. At the end of each of its turns, it can make Cast Spell (Costs 2 Actions). The Eye casts a spell it can cast
another Wisdom saving throw. If it succeeds, the effect at will.
ends. Domination (Costs 3 Actions). The Eye casts dominate
Unless surprised, a creature can avert its eyes to avoid the monster, expending a use as normal.
saving throw at the start of its turn. If the creature does so, Gaze. The Eye makes one Gaze attack.
it has disadvantage on attack rolls against the Eye until the
start of its next turn. If the creature looks at the Eye in the Move. The Eye moves up to its speed.
meantime, it must immediately make the saving throw. Wither (Costs 2 Actions). The Eye uses its Withering Rays.
Fire Titan
Huge Giant, Lawful Evil
Gnoll Vampire Vampire Weakness. The vampire has the following flaws:
Medium Undead (Shapechanger), Chaotic Evil Enraged by Celestial. If it hears words of Celestial spoken,
the vampire must try to attack the source of those spoken
Armor Class 17 (natural armor) words on its next turn. If these words come from multiple
sources and from opposite directions, the vampire is
Hit Points 93 (11d8 + 44) restrained. Otherwise, it moves to attack what it perceives
Speed 30 ft. to be the closest source.
Repulsed by Perfume. The vampire has disadvantage on
melee attack rolls made against any creature wearing
STR DEX CON INT WIS CHA perfume or carrying an open container of it.
20 (+5) 18 (+4) 18 (+4) 6 (-2) 12 (+1) 9 (-1) Stake to the Heart. If a piercing weapon made of wood
is driven into the vampire’s heart while the vampire is
Saving Throws Dex +7, Con +7 incapacitated, the vampire is paralyzed until the stake is
removed.
Damage Resistances necrotic; bludgeoning, piercing, and
slashing damage from nonmagical attacks Sunlight Hypersensitivity. The vampire takes 20 radiant
damage when it starts its turn in sunlight. While in
Senses darkvision 120 ft., passive Perception 11 sunlight, it has disadvantage on attack rolls and ability
Languages Abyssal, Gnoll checks.
Challenge 8 (3,900 XP) Proficiency Bonus +3
Actions
Keen Smell. The vampire has advantage on Wisdom Multiattack (Vampire Form Only). The vampire makes two
(Perception) checks that rely on smell. attacks: one with its bite and one with its claws.
Rampage. When it reduces a creature to 0 hit points with a Bite (Hyena or Vampire Form Only). Melee Weapon Attack:
melee attack on its turn, the vampire can take a bonus action +8 to hit, reach 5 ft., one creature. Hit: 12 (2d6 + 5) piercing
to move up to half its speed and make a bite attack. damage plus 9 (2d8) necrotic damage. The target’s hit point
maximum is reduced by an amount equal to the necrotic
Regeneration. The vampire regains 10 hit points at the start damage taken, and the vampire regains hit points equal to
of its turn if it has at least 1 hit point and isn’t in sunlight. that amount. The reduction lasts until the target finishes a
If the vampire takes radiant damage or damage from holy long rest. The target dies if its hit point maximum is reduced
water, this trait doesn’t function at the start of its next turn. to 0.
Shape Changer. If the vampire isn’t in sunlight, it can use its Claws (Vampire Form Only). Melee Weapon Attack. +8 to hit,
action to polymorph into a Large hyena or a Medium cloud of reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage.
mist, or back into its true form.
Frightening Cackle (Hyena or Vampire Form Only). The
While in hyena form, the vampire can’t speak, and its vampire emits a bone-chilling cackle. Each creature of the
walking speed is 50 feet. Its statistics, other than its size and vampire’s choice that is within 120 feet of the vampire and
speed, are unchanged. Anything it is wearing transforms with can hear its cackle must succeed on a DC 15 Wisdom saving
it, but nothing it is carrying does. It reverts to its true form if throw or become frightened for 1 minute. A creature can
it dies. repeat the saving throw at the end of each of its turns, ending
While in mist form, the vampire can’t take any actions, the effects on itself on a success. If a creature’s saving throw
speak, or manipulate objects. It is weightless, has a flying is successful or the effect ends for it, the creature is immune
speed of 20 feet, can hover, and can enter a hostile crea- to the vampire’s Frightful Cackle for the next 24 hours.
ture’s space and stop there. In addition, if air can pass Sickening Gaze (Hyena or Vampire Form Only). The vampire
through a space, the mist can do so without squeezing, and targets one humanoid it can see within 30 feet of it. If the
it can’t pass through water. It has advantage on Strength, target can see the vampire, the target must succeed on a
Dexterity, and Constitution saving throws, and is immune DC 15 Constitution saving throw against this magic or be
to all nonmagical damage, except the damage it takes from poisoned for 24 hours. A creature whose saving throw is
sunlight. successful is immune to this vampire’s Sickening Gaze for 24
Unusual Nature. The vampire doesn’t require air. hours.
Graxigon carrying.
Large Construct, Neutral Evil Magical Resistance. Graxigon has advantage on saving
throws against spells and other magical effects.
Armor Class 16 (natural armor)
Actions
Hit Points 110 (13d10 + 39)
Speed 30 ft., fly 30 ft. Multiattack. Graxigon makes four attacks which can be any
combination of its Psychic Lash or Blunderbuss attacks.
Psychic Lash. Melee Weapon Attack. +9 to hit, reach 5 ft., one
STR DEX CON INT WIS CHA target. Hit: 15 (2d10 + 4) psychic damage. If the target is hit,
13 (+1) 18 (+4) 16 (+3) 19 (+4) 14 (+2) 14 (+2) it must succeed on a DC 17 Intelligence saving throw or be
stunned until the end of its next turn.
Blunderbuss. Ranged Weapon Attack: +9 to hit, range 150/600
Saving Throws Int +9, Wis +7, Cha +7 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 4 (1d8)
Skills Arcana +9, Insight +7, Intimidation +7, Perception +7, thunder damage.
Damage Resistances acid, cold, and fire; bludgeoning, Mind Blast (Recharge 5 – 6). Graxigon magically emits
piercing and slashing from nonmagical weapons psychic energy in a 60-foot-cone. Each creature in that area
must succeed on a DC 17 Intelligence saving throw or take
Damage Immunities psychic 22 (4d8 +4) psychic damage and be stunned for 1 minute. A
Senses truesight 120 ft., passive Perception 17 creature can repeat the saving throw at the end of each of its
Languages Auran, Celestial, Deep Speech, Infernal, Modron, turns, ending the effect on itself on a success.
Undercommon, telepathy 120 ft. Spellcasting. Graxigon’s spellcasting ability is Intelligence
Challenge 13 (10,000 XP) Proficiency Bonus +5 (spell save DC 17). It can cast the following spells, requiring
no components:
Disintegration. If Graxigon dies, its body disintegrates into 3/day: dimension door
dust, leaving behind its weapons and everything else it was 1/day each: dominate monster, haste, telekinesis, teleport
Great Khan Magic Resistance. The Great Khan has advantage on saving
throws against spells, and other magical effects.
Huge Elemental (Wizard), Neutral Evil
Actions
Armor Class 20 (natural armor)
Hit Points 418 (27d12 + 243) Multiattack. The Great Khan makes two Bejeweled Maul
attacks.
Speed 30 ft., burrow 30 ft., fly 30 ft.
Bejeweled Maul. Melee Weapon Attack: +13 to hit, reach 10
ft., one target. Hit: 25 (4d8 + 7) bludgeoning damage, plus
STR DEX CON INT WIS CHA 9 (2d8) slashing damage. If the target is a Huge or smaller
creature, it must succeed on a DC 20 Strength check or be
25 (+7) 10 (+0) 28 (+9) 15 (+2) 13 (+1) 18 (+4) knocked prone.
Spellcasting. The Great Khan’s spellcasting ability is
Saving Throws Int +8, Wis +7, Cha +10 Charisma (spell save DC 18). He can cast the following
spells, requiring no material components:
Damage Resistances bludgeoning, piercing, and slashing
damage from nonmagical weapons. At will: detect evil and good, detect magic, stone shape
Damage Immunities poison 3/day each: passwall, move earth
Condition Immunities charmed, frightened, paralyzed, petri- 1/day each: conjure elemental (earth elemental only), plane
fied, poisoned, prone shift (self only), wall of stone
Senses darkvision 120 ft., passive Perception 11 Legendary Actions
Languages Common, Terran
The Great Khan can take 3 legendary actions, choosing from
Challenge 18 (20,000 XP) Proficiency Bonus +6 the options below. Only one legendary action option can be
used at a time and only at the end of another creature’s turn.
Earth Glide. The Great Khan can burrow through nonmag- The Great Khan regains spent legendary actions at the start
ical, unworked earth and stone. While doing so, he doesn’t of his turns.
disturb the material he moves through. Attack. The Great Khan makes one Bejewelled Maul attack.
Elemental Demise. If the Great Khan dies, he disintegrates Scintillate (Costs 2 Actions). The jewels surrounding the Khan
into crystalline powder, leaving behind only the equipment he flare with a piercing radiance. All creatures within 10 feet of
was wearing or carrying. the Khan who are looking at him must make a successful DC
Elemental Rejuvenation. As long as the Great Khan is on the 20 Constitution saving throw or be blinded until the end of
Elemental Plane of Earth, he regains 20 hit points at the start their next turn.
of his turn. Stoneskin (Costs 2 Actions). Until the start of his next turn,
Legendary Resistance (3/Day). If the Great Khan fails a saving the Great Khan has a +5 bonus to his AC.
throw, he can choose to succeed instead.
The Grim Hunter ft., one target. Hit: 12 (1d6 + 9) slashing damage plus 3 (1d6)
cold damage.
Medium Humanoid (Elf, Wizard), Neutral Evil
+2 Defending Scimitar. Melee Weapon Attack: +13 to hit, reach
Armor Class 21 (+1 studded leather armor, +2 defending 5 ft., one target. Hit: 11 (1d6 + 8) slashing damage.
scimitar) +3 Longbow. Ranged Weapon Attack: +14 to hit, range 150/600
Hit Points 170 (20d8 + 80) ft., one target. Hit: 13 (1d8 + 9) piercing damage.
Speed 30 ft. Spellcasting. The Grim Hunter’s spellcasting ability is
Charisma (spell save DC 15). He can cast the following
spells, requiring no material components:
STR DEX CON INT WIS CHA At will: dancing lights
13 (+1) 22 (+6) 18 (+4) 12 (+1) 15 (+2) 14 (+2) 3/day each: clairvoyance, crown of madness
1/day each: darkness, disintegrate, dominate monster, eyebite,
faerie fire, levitate (self only)
Saving Throws Dex +11, Wis +7
X-Ray Vision. The Grim Hunter’s vision penetrates 1 foot
Skills Acrobatics +11, Perception +7, Stealth +11 of stone, 1 inch of common metal, or up to 3 feet of wood
Senses darkvision 120 ft., truesight 120 ft., passive Perception or dirt. Thicker substances block this vision, as does a thin
17 sheet of lead.
Languages Common, Dwarvish, Elvish, Undercommon
Challenge 15 (13,000 XP) Proficiency Bonus +5
Bonus Actions
Second Wind (Recharges after a Short of Long Rest). The
Grim Hunter can regain 25 hit points.
Fey Ancestry. The Grim Hunter has advantage on saving
throws against being charmed, and magic can’t put him to
sleep.
Reactions
Legendary Resistance (3/Day). If the Grim Hunter fails a Parry. The Grim Hunter adds 5 to his AC against one melee
saving throw, he can choose to succeed instead. attack that would hit him. To do so, the Grim Hunter must
see the attacker and be wielding a melee weapon.
Special Equipment. The Grim Hunter has replaced one of his
eyes with the Eye of Vecna. He also wields a +3 frost scimitar, a
+2 defending scimitar, and a +3 longbow. Finally, he wears a +1
Legendary Actions
studded leather. The Grim Hunter can take 3 legendary actions, choosing
Sunlight Sensitivity. While in sunlight, the Grim Hunter from the options below. Only one legendary action option
has disadvantage on attack rolls, as well as on Wisdom can be used at a time and only at the end of another crea-
(Perception) checks that rely on sight. ture’s turn. The Grim Hunter regains spent legendary actions
at the start of his turn.
Superior Critical. The Grim Hunter’s weapon attacks score a
critical hit on a roll of 18 − 20. Attack (costs 2 Actions). The Grim Hunter makes one attack
with his +3 frost scimitar or two attacks with his +3 longbow.
Actions Eye of the Maimed Lord. The Grim Hunter fixes the Eye of
Vecna upon any target within 60 feet. That target must make
Multiattack. The Grim Hunter makes four weapon attacks: a successful DC 15 Wisdom saving throw or be afflicted by
two with his +3 frost scimitar and two with his +2 defending the frightened condition until the end of their next turn.
scimitar, or four with his +3 longbow. He can draw or stow
any number of weapons. Quick Step. The Grim Hunter moves up to his speed without
provoking opportunity attacks.
+3 Frost Scimitar. Melee Weapon Attack: +14 to hit, reach 5
Halaster Blackcloak Blast Scepter. Halaster uses his blast scepter to cast thunder-
wave as a 4th-level spell (save DC 16).
Medium Humanoid (Human, Wizard), Chaotic Evil
Elemental Implosion (Recharge 5–6). Halaster creates a
Armor Class 14 (17 with mage armor) magical implosion of elemental energy on himself. Each
other creature within 20 feet of him must make a DC 22
Hit Points 246 (29d8 +116) Constitution saving throw. On a failed save, a creature takes
Speed 30 ft. 45 (10d8) damage and is pulled to the closest unoccupied
space to Halaster, before being forcefully hurled back twice as
far as it was pulled (minimum of 5 feet) in a straight line. On
STR DEX CON INT WIS CHA a successful save, a creature takes half as much damage and
10 (+0) 18 (+4) 18 (+4) 24 (+7) 18 (+4) 18 (+4) is pushed 5 feet backwards.
Each time Halaster creates this implosion, he decides what
type of damage it deals, choosing between acid, cold, fire,
Saving Throws Int +14, Wis +11 lightning, or thunder.
Skills Arcana +21, History +21, Perception +11 Greater Obliteration (Recharge 5 − 6). Halaster targets a
Damage Resistances fire and lightning (granted by the blast creature within 60 ft. The targeted creature must make a
scepter; see “Special Equipment” below) DC 22 Dexterity saving throw. On a failed save, the target
Senses darkvision 120 ft., passive Perception 21 takes 123 (6d20 + 80) force damage, or half as much on a
successful one.
Languages Abyssal, Celestial, Common, Draconic, Dwarvish,
Elvish, Infernal, Undercommon Spellcasting. Halaster casts one of the following spells, using
Intelligence as the spellcasting ability (spell save DC 22):
Challenge 23 (50,000 XP) Proficiency Bonus +7
At will: counterspell, detect magic, disguise self, fly, mage armor,
magic missile, silent image
Special Equipment. Halaster wears a robe of eyes that lets 3/day each: Bigby’s hand, fire shield, programmed illusion
him see in all directions, gives him darkvision out to a range
of 120 feet, grants advantage on Wisdom (Perception) checks 2/day each: etherealness, min, teleport, wall of force
that rely on sight, and allows him to see invisible creatures 1/day each: maze, time stop, wish
and objects, as well as into the Ethereal Plane, out to a range
of 120 feet. Reactions
Halaster wields a blast scepter (a very rare magic item that Negate Spell. Halaster tries to interrupt a spell he sees a
requires attunement). It can be used as an arcane focus. creature casting within 60 feet of him. If the spell is 3rd level
Whoever is attuned to the blast scepter gains resistance to or lower, the spell fails and has no effect. If the spell is 4th
fire and lightning damage and can as an action use it to cast level or higher, Halaster makes an Intelligence check against
thunderwave as a 4th-level spell (save DC 16). a DC of 10 + the spell’s level. On a success, the spell fails and
Halaster also wears a horned ring (a very rare magic item has no effect.
that requires attunement), which allows an attuned wearer to
ignore Undermountain’s magical restrictions. Legendary Actions
Legendary Resistance (3/Day). If Halaster fails a saving Halaster can take 3 legendary actions, choosing from the
throw, he can choose to succeed instead. options below. Only one legendary action option can be
Rejuvenation. If Halaster dies in Undermountain, he revives used at a time and only at the end of another creature’s turn.
after 1d10 days with all his hit points and any missing body Halaster regains spent legendary actions at the start of his
parts restored. His new body appears in a random safe loca- turn.
tion in Undermountain. Cast Lesser Spell. Halaster casts an at-will spell.
Actions Translocation. Halaster magically teleports up to 60 feet to
an unoccupied space he can see.
Multiattack. Halaster makes three Obliterate Nuisance Cast Greater Spell (costs 2 Actions). Halaster casts one of his
attacks. 3/day spells.
Obliterate Nuisance. Melee or Ranged Spell Attack: +14 to hit, Spell Ward (costs 2 Actions). Halaster removes a magical
reach 5 ft. or range 120 ft., one target. Hit: 40 (6d10 + 7) force effect of his choice that afflicts him.
damage.
Hellenrae
Medium Humanoid (Human), Lawful Evil
Armor Class 16
Hit Points 78 (12d8 + 24)
Speed 50 ft.
KRAKEN PRIEST
Medium Monstrosity, Typically Chaotic Evil Armor Class 20 (natural armor)
Hit Points 52 (5d10 + 25)
Armor Class 15 (natural armor) Speed 0 ft., fly 60 ft. (hover)
Hit Points 75 (10d8 + 30)
Speed 30 ft., swim 30 ft. STR DEX CON INT WIS CHA
26 (+8) 10 (+0) 20 (+5) 1 (−5) 10 (+0) 1 (−5)
STR DEX CON INT WIS CHA
12 (+1) 10 (+0) 16 (+3) 10 (+0) 15 (+2) 14 (+2) Saving Throws Dex +2, Wis +2
Skills Perception +2, Stealth +2
Skills Perception +5 Damage Immunities poison
Senses passive Perception 15 Condition Immunities blinded, charmed, deafened,
Languages any two languages exhaustion, frightened, paralyzed, petrified, poisoned,
unconscious
Challenge 5 (1,800 XP) Proficiency Bonus +3
Senses darkvision 60 ft., passive Perception 12
Languages −
Amphibious. The priest can breathe air and water.
Challenge 4 (1,100 XP) Proficiency Bonus +2
Actions
Multiattack. The priest makes two Thunderous Touch or Magical Essence. If the living spell is targeted by a dispel
Thunderbolt attacks. magic cast using a spell slot of 5th level or higher, it is
instantly snuffed from existence. This can be discerned by
Thunderous Touch. Melee Spell Attack: +5 to hit, reach 5 ft., any creature that makes a successful DC 15 Intelligence
one target. Hit: 27 (5d10) thunder damage. (Arcana) check.
Thunderbolt. Ranged Spell Attack: +5 to hit, range 60 ft., Magic Resistance. The living spell has advantage on saving
one target. Hit: 11 (2d10) lightning damage plus 11 (2d10) throws against spells and other magical effects.
thunder damage, and the target is knocked prone.
Unusual Nature. The living spell doesn’t require air, food,
Spellcasting. The priest casts one of the following spells, drink, or sleep.
requiring no material components and using Wisdom as
the spellcasting ability (spell save DC 13): Actions
At will: command, create or destroy water
Force Fist. Melee Spell Attack: +10 to hit, reach 5 ft., one
3/day each: control water, darkness, water breathing, water target. Hit: 26 (4d8 + 8) force damage. If the target is a
walk Large or smaller creature, the living spell can move it up
1/day: Evard’s black tentacles to 5 feet and move with it, without provoking opportunity
Voice of the Kraken (Recharges after a Short or Long Rest). attacks.
A kraken speaks through the priest with a thunderous voice Grasping Hand. The living spell attempts to grab a Huge or
audible within 300 feet. Creatures of the priest’s choice that smaller creature within 5 feet of it. The target must succeed
can hear the kraken’s words (which are spoken in Abyssal, on a DC 15 Dexterity saving throw or be grappled (escape
Infernal, or Primordial) must succeed on a DC 14 Charisma DC 15). Until the grapple ends, the target takes 15 (2d6 + 8)
saving throw or be frightened for 1 minute. A frightened bludgeoning damage at the start of each of its turns. The
target can repeat the saving throw at the end of each of its living spell can grapple only one creature at a time and can’t
turns, ending the effect on itself on a success. use Force Fist until the grapple ends.
Demos Magen
Medium Construct, Unaligned
Mist Walker
Medium Undead, Typically Neutral Evil
Armor Class 13
Hit Points 67 (9d8 + 27)
Speed 0 ft., fly 30 ft. (hover)
Necrosphinx Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
Hit: 17 (2d10 + 6) necrotic damage.
Large Undead, Lawful Evil
Riddle. The necrosphinx mentally targets all creatures within
Armor Class 20 (natural armor) 120 feet of it that are infected with mind necrosis. Each target
must make a DC 18 Intelligence saving throw, taking 19
Hit Points 345 (22d10 + 210) (3d12) psychic damage on a failed save, or half as much on a
Speed 40 ft., fly 60 ft. successful one.
Necrotic Roar (3/Day). The necrosphinx emits a magical
roar. Each time it roars before finishing a long rest, the roar
STR DEX CON INT WIS CHA is louder and the effect is different, as detailed below. Each
23 (+6) 10 (+0) 22 (+6) 16 (+3) 18 (+4) 20 (+5) creature within 500 feet of the necrosphinx and able to hear
the roar must make a saving throw.
Saving Throws Dex +6, Con +12, Int +9, Wis +10 First Roar. Each creature that fails a DC 18 Wisdom saving
throw is frightened for 1 minute. A frightened creature can
Skills Arcana +9, Perception +10, Religion +15 repeat the saving throw at the end of each of its turns,
Damage Immunities necrotic, poison, psychic; bludgeoning, ending the effect on itself on a success.
piercing, and slashing damage from nonmagical attacks. Second Roar. Each creature that fails a DC 18 Wisdom
Condition Immunities charmed, exhaustion, frightened, saving throw is deafened and frightened for 1 minute. A
poisoned frightened creature is paralyzed and can repeat the saving
Senses truesight 120 ft., passive Perception 20 throw at the end of each of its turns, ending the effect on
itself on a success.
Languages Common, Sphinx
Third Roar. Each creature makes a DC 18 Constitution
Challenge 20 (25,000 XP) Proficiency Bonus +6 saving throw. On a failed save, a creature takes 26 (4d12)
psychic damage, falls asleep, and remains unconscious for
Inscrutable. The necrosphinx is immune to any effect that 1 minute. The target awakens if it takes damage or another
would sense its emotions or read its thoughts, as well as creature takes an action to wake it. This roar has no effect
any divination spell that it refuses. Wisdom (Insight) checks on constructs and undead. On a successful save, a crea-
made to ascertain the necrosphinx’s intentions or sincerity ture takes half as much damage and doesn’t fall asleep.
have disadvantage.
Legendary Resistance (3/Day). If the necrosphinx fails a
Legendary Actions
saving throw, it can choose to succeed instead. The necrosphinx can take 3 legendary actions, choosing from
Mind Necrosis. Whenever the necrosphinx deals damage to a the options below. Only one legendary action option can be
creature, the creature must succeed on a DC 18 Intelligence used at a time and only at the end of another creature’s turn.
saving throw or be cursed with mind necrosis. While cursed, The necrosphinx regains spent legendary actions at the start
a creature is vulnerable to psychic damage and has disad- of his turn.
vantage on saving throws against the necrosphinx’s Necrotic Claw. The necrosphinx makes a claw attack.
Roar. The curse lasts until removed. Riddle (Costs 2 Actions). The necrosphinx uses its Riddle
Actions action.
Teleport (Costs 2 Actions). The necrosphinx magically tele-
Multiattack. The necrosphinx makes three Claw attacks. ports, along with any equipment it is wearing or carrying, up
to 120 feet to an unoccupied space it can see.
Nemhain Actions
Medium Undead, Neutral Evil
Languishing Touch. Melee Weapon Attack: +10 to hit, reach
5 ft., one target. Hit: 18 (4d6 + 4) necrotic damage plus 18
Armor Class 18 (natural armor) (4d8) cold damage. The target must succeed on a DC 17
Hit Points 161 (17d8 + 85) Constitution saving throw or have its proficiency bonus
Speed 0 ft., fly 40 (hover) reduced by 1. The reduction lasts until the target finishes a
short or long rest, or until cured by a greater restoration or
wish spell.
STR DEX CON INT WIS CHA Etherealness. The nemhain enters the Ethereal Plane from
7 (-2) 19 (+4) 20 (+5) 10 (+0) 12 (+1) 19 (+4) the Material Plane, or vice versa. It is visible on the Material
Plane while it is in the Border Ethereal, and vice versa, yet it
can’t affect or be affected by anything on the other plane.
Saving Throws Dex +9, Int +5, Wis +6, Cha +9 Spellcasting.The nemhain casts one of the following spells,
Skills Insight +6, Intimidation +9, Perception +6, Religion +5 requiring no material components and using Intelligence as
the spellcasting ability (spell save DC 17):
Damage Resistances psychic; bludgeoning, piercing, and
slashing damage from nonmagical weapons At will: invisibility, speak with dead
Damage Immunities necrotic, poison 2/day each: telekinesis
Condition Immunities charmed, exhaustion, frightened, grap- 1/day each: anti-life shell, wall of force
pled, paralyzed, petrified, poisoned, prone, restrained Spirit Barrage (Recharge 5–6). The nemhain momentarily
Senses darkvision 120 ft., passive Perception 22 releases her bound spirits in a vicious torrent that fills a
60-foot cone before each spirit returns to the nemhain. Each
Languages the languages it knew in life creature in that area must make a DC 17 Constitution saving
Challenge 13 (10,000 XP) Proficiency Bonus +5 throw, taking 36 (8d8) necrotic damage on a failed save, or
half as much on a successful one.
Bound Spirits. The area within 15 feet of the nemhain is
filled with swirling, malicious spirits. Creatures other than Bonus Actions
Constructs and Undead spend two feet of movement for Spirit Scout. The nemhain commands one of the countless
every foot moved within the area. Additionally, when such a spirits surrounding it to break away or commands a spirit
creature enters the area for the first time on a turn or starts that has already broken away. The spirit moves up to 40 feet
its turn there, it must make a DC 17 Wisdom saving throw, in a direction of the nemhain’s choice. There is no limit to
taking 18 (4d8) necrotic damage on a failed save, or half as how far away from nemhain the spirit can move, but it can’t
much on a successful one. enter another plane of existence. The nemhain mentally
Ethereal Sight. The nemhain can see 60 feet into the Ethereal receives visual information from the spirit, which has normal
Plane when it is on the Material Plane, and vice versa. vision and darkvision out to 120 feet. The spirit can look in
Magic Resistance. The nemhain has advantage on saving every direction.
throws against spells and other magical effects. The spirit has the statistics of a ghost, except that it is Tiny,
Profane Regeneration. The nemhain regains 20 hit points at has 25 hit points, and cannot take any actions. If the spirit is
the start of its turn and it ignores any damage that reduces reduced to 0 hit points, it instantly returns to the nemhain.
it to 0 hit points unless it is from a critical hit or radiant
damage. Reactions
Rejuvenation. If the nemhain dies and has a ritual object Spectral Rebuke. When the nemhain takes damage from a
(usually a monolith, statue, or similar object), it gains a new creature it can see within 60 feet of it, the nemhain can force
body in 1d10 days, regaining all its hit points and becoming that creature to make a DC 17 Constitution saving throw. On
active again. The new body appears within 5 feet of the ritual a failed save, the creature takes 11 (2d10) necrotic damage.
object.
Phesteus
Small Humanoid (Gnome, Artificer), Lawful Evil
Quickling
Hit Points 140 (40d8 - 40)
Speed 30 ft.
STR DEX CON INT WIS CHA Quicklings rocket through haunting, twisted forests where
the unseelie fey hold sway, both in the Feywild and in the
8 (−1) 14 (+2) 8 (−1) 22 (+6) 14 (+2) 14 (+2) world. Racing faster than the eye can track, each appears
as little more than a blurry wavering in the air.
Saving Throws Str +5, Dex +8, Con +11, Int +18, Wis +8, Cha A quickling is a small, slender fey, similar to a miniature
+8 elf with sharp, feral features. Its cold, cruel eyes gleam like
Skills Investigation +12, Medicine +8, Perception +8 jewels.
Senses darkvision 60 ft., passive Perception 18
Languages Common, Gnomish
Challenge 17 (10,000 XP) Proficiency Bonus +6 Quickling
Tiny Fey, Chaotic Evil
Helm of Awareness. Phesteus has advantage on initiative
rolls. In addition, he can’t be surprised, provided he isn’t Armor Class 16
incapacitated. Hit Points 10 (3d4 + 3)
Legendary Resistance (1/Day). If Phesteus fails a saving Speed 120 ft.
throw, he can choose to succeed instead.
Actions STR DEX CON INT WIS CHA
Multiattack. Pheseus makes two Percussive Strike attacks 4 (−3) 23 (+6) 13 (+1) 10 (+0) 12 (+1) 7 (−2)
and one Antimatter Rifle attack or three Antimatter Rifle
attacks.
Percussive Strike. Melee Weapon Attack: +12 to hit, reach 5 Skills Acrobatics +8, Sleight of Hand +8, Stealth +8,
ft., one target. Hit: 29 (5d8 + 6) thunder damage and the Perception +5
target is pushed 20 feet away from Phesteus. The target Senses darkvision 60 ft., passive Perception 15
must also make a successful DC 20 Strength saving throw Languages Common, Sylvan
or be knocked prone. Challenge 1 (200 XP) Proficiency Bonus +2
Antimatter Rifle. Ranged Weapon Attack: +12 to hit, range
120/360 ft., one target. Hit: 33 (6d8+6) necrotic damage. Blurred Movement. Attack rolls against the quickling have
Spellcasting. Phesteus casts one of the following spells, disadvantage unless the quickling is incapacitated or
using Intelligence as the spellcasting ability (spell save DC restrained.
20): Evasion. If the quickling is subjected to an effect that allows
At will: detect magic, mage hand, prestidigitation, it to make a Dexterity saving throw to take only half damage,
thunderwave it instead takes no damage if it succeeds on the saving
3/day: lightning bolt throw, and only half damage if it fails.
1/day each: animate objects, Bigby’s hand, wall of force
Actions
Reactions Multiattack. The quickling makes three Dagger attacks.
Soul of Artifice (3/Day). If Phesteus is reduced to 0 hit Dagger. Melee or Ranged Weapon Attack: +8 to hit, reach 5
points, he can use his reaction to drop to 1 hit point instead ft. or range 20/60 ft., one target. Hit: 8 (1d4 + 6) piercing
of 0. damage.
Radanovich Ghoul
Medium Undead, Chaotic Evil
Armor Class 14
Hit Points 72 (16d8)
Speed 30 ft.
Rezmir while wearing the Black Dragon Mask, she can choose to
succeed instead.
Medium Humanoid (Half-Black Dragon), Neutral Evil
Actions
Armor Class 13 (15 with the Black Dragon Mask)
Hit Points 90 (12d8 + 36) Hazirawn (Greatsword). Melee Weapon Attack: +9 to hit,
reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus
Speed 30 ft. 7 (2d6) necrotic damage. If the target is a creature, it can’t
regain hit points for 1 minute. The target can make a DC 15
Constitution saving throw at the end of each of its turns,
STR DEX CON INT WIS CHA ending this effect early on a success.
18 (+4) 16 (+3) 16 (+3) 15 (+2) 12 (+1) 14 (+2) Caustic Bolt. Ranged Weapon Attack: +8 to hit, range 90 ft.,
one target. Hit: 18 (4d8) acid damage.
Saving Throws Dex +6, Wis +4 Acid Breath (Recharge 5 − 6). Rezmir breathes acid in a
30-foot line that is 5 feet wide. Each creature in the line
Skills Arcana +5, Stealth +9 must make a DC 14 Dexterity saving throw, taking 22 (5d8)
Damage Immunities acid acid damage on a failed save, or half as much damage on a
Condition Immunities charmed, frightened successful one.
Senses blindsight 10 ft., darkvision 120 ft., passive Perception
11 Legendary Actions
Languages Common, Draconic, Infernal, Giant, Netherese If she is wearing the Black Dragon Mask, Rezmir can take up
to two legendary actions between each of her turns, taking
Challenge 7 (2,900 XP) Proficiency Bonus +3 the actions all at once or spreading them over the round.
A legendary action can be taken only at the start or end of
Special Equipment. Rezmir has the Black Dragon Mask and a turn. Rezmir has the following legendary action options,
Hazirawn (appendix D). some of which expend more than one action when taken:
Amphibious. Rezmir can breathe air and water. Attack. Rezmir makes one Greatsword attack.
Dark Advantage. Once per turn, Rezmir can deal an extra 10 Hide. Rezmir takes the Hide action.
(3d6) damage when she hits with a weapon attack, provided Darkness (Costs 2 Actions). A 15-foot radius of magical
Rezmir has advantage on the attack roll. darkness extends from a point Rezmir can see within 60 feet
Draconic Majesty. While wearing no armor and wearing the of her and spreads around corners. The darkness lasts as
Black Dragon Mask, Rezmir adds her Charisma bonus to her long as Rezmir maintains concentration, up to 1 minute. A
AC (included). creature with darkvision can’t see through this darkness, and
Immolation. When Rezmir is reduced to 0 hit points, her no natural light can illuminate it. If any of the area overlaps
body disintegrates into a pile of ash. with an area of light created by a spell of 2nd level or lower,
the spell creating the light is dispelled.
Legendary Resistance (1/Day). If Rezmir fails a saving throw
Salizarr
Medium Undead, Neutral Evil
Scaladar
Huge Construct, Unaligned
Scarab Lord within 5 feet of it takes 10 (4d4) piercing damage plus 7 (2d6)
necrotic damage and must make a DC 19 Constitution saving
Large Swarm of Tiny Undead, Lawful Neutral or Lawful Evil
throw or be poisoned for 1 minute. In addition, the scarab
lord can enter a hostile creature’s space and stop there. The
Armor Class 11 (natural armor) first time it enters a creature’s space on its turn, that creature
Hit Points 210 (20d10 + 100) takes 10 (4d4) piercing damage plus 7 (2d6) necrotic damage
Speed 40 ft., burrow 20 ft., climb 20 ft., fly 30 ft. (hover) and must make a DC 19 Constitution saving throw or be
poisoned for 1 minute.
The target loses any damage resistances it has while
STR DEX CON INT WIS CHA poisoned by the scarab lord. The target can repeat the saving
16 (+3) 16 (+3) 21 (+5) 12 (+1) 20 (+5) 18 (+4) throw at the end of each of its turns, ending the effect on
itself on a success.
Turn Immunity. The scarab lord is immune to effects that
Skills Intimidation +10, Perception +11 turn undead.
Damage Resistances bludgeoning, necrotic, piercing, poison,
psychic, slashing Actions
Condition Immunities charmed, frightened, paralyzed, petri- Multiattack. The scarab lord makes two attacks that can be
fied, prone, restrained, stunned any combination of a Thousand Bites and Cursed Kris.
Senses darkvision 120 ft., passive Perception 21 A Thousand Bites. Melee Weapon Attack: +9 to hit, reach
Languages whatever languages it knew in life 5 ft., one target. Hit: 18 (6d4 + 3) piercing damage plus 14
Challenge 20 (25,000 XP) Proficiency Bonus +3 (4d6) necrotic damage. If the target is a creature, it must
make a DC 19 Constitution saving throw or be poisoned for 1
minute. The target loses any damage resistances it has while
Immutable Form. The scarab lord is immune to any spell or poisoned by the scarab lord. The target can repeat the saving
effect that would alter its form. throw at the end of each of its turns, ending the effect on
Magic Resistance. The scarab lord has advantage on saving itself on a success.
throws against spells and other magical effects. Cursed Kris. Melee Weapon Attack: +9 to hit, reach 5 ft., one
Swarm Form. The scarab lord can move through a space target. Hit: 5 (1d4 + 3) piercing damage, and the target must
as narrow as 1 foot wide without squeezing. A creature that succeed on a DC 19 Wisdom saving throw or become cursed.
touches the scarab lord or hits it with a melee attack while While cursed, the target has disadvantage on Constitution
saving throws. A remove curse spell ends this effect.
Scarab Swarm
Medium Swarm of Tiny Beasts
Severed Head
Shadow Assassin
These are the severed heads of the Headless Horseman’s Medium Undead, Chaotic Evil
victims. Their faces are streaked with dirt and covered in
bruises. Their noses are often broken into odd angles, and Armor Class 14
their hair is matted with dried leaves and filth. They have
Hit Points 78 (12d8 + 24)
been driven mad by their beheading, as is evidenced by
their ceaseless laughter and bulging, deranged eyes. Speed 40 ft.
Tomb Ophidian throw if the ophidian isn’t incapacitated and can see the
creature. If the saving throw fails by 5 or more, the creature
Large Undead, Typically Lawful Neutral or Neutral Evil
is instantly petrified. Otherwise, a creature that fails the
save begins to turn to sand and is restrained. The restrained
Armor Class 16 (natural armor) creature must repeat the saving throw at the end of its next
Hit Points 190 (20d10 + 80) turn, becoming petrified on a failure or ending the effect on a
Speed 40 ft., burrow 30 ft., climb 30 ft., swim 30 ft. success. The petrification lasts until the creature is freed by a
greater restoration spell or similar magic.
Unless surprised, a creature can avert its eyes to avoid the
STR DEX CON INT WIS CHA saving throw at the start of its turn. If the creature does so, it
22 (+6) 11 (+1) 18 (+4) 1 (-5) 15 (+2) 10 (+0) can’t see the ophidian until the start of its next turn, when it
can avert its eyes again. If the creature looks at the ophidian
in the meantime, it must immediately make the save.
Skills Intimidation +4, Perception +6 If the ophidian sees itself reflected on a polished surface
Damage Immunities fire, poison, psychic; bludgeoning, within 30 feet of it and in an area of bright light, the ophidian
piercing, and slashing from nonmagical attacks that aren’t is, due to its curse, affected by its own gaze.
adamantine
Condition Immunities charmed, exhaustion, frightened, para- Actions
lyzed, petrified, poisoned Multiattack. The ophidian makes one Bite attack, one
Senses blindsight 30 ft., darkvision 120 ft., passive Perception Constrict attack, and two attacks with its Glaive or Claw.
16 Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Languages understands the languages it knew in life but Hit: 13 (2d6 + 6) piercing damage plus 7 (2d6) necrotic
can’t speak damage.
Challenge 12 (8,400 XP) Proficiency Bonus +4 Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 15 (2d8 + 6) slashing damage.
Immutable Form. The ophidian is immune to any spell or Glaive. Melee Weapon Attack: +10 to hit, reach 15 ft., one
effect that would alter its form. target. Hit: 17 (2d10 + 6) slashing damage.
Magic Resistance. The ophidian has advantage on saving Constrict. Melee Weapon Attack: +10 to hit, reach 15 ft., one
throws against spells and other magical effects. Large or smaller creature. Hit: 16 (3d6 + 6) bludgeoning
damage, and the target is grappled (escape DC 18). Until this
Magic Weapons. The ophidian’s weapon attacks are magical. grapple ends, the target is restrained and takes 16 (3d6 + 6)
Petrifying Gaze. When a creature that can see the ophidi- bludgeoning damage at the start of each of its turns, and the
an’s eyes starts its turn within 30 feet of the ophidian, the ophidian can’t constrict another target.
ophidian can force it to make a DC 16 Constitution saving
Trobriand Slam. Melee Weapon Attack: +13 to hit, reach 5 ft., one target.
Hit: 20 (3d8 + 7) bludgeoning damage.
Large Construct (Wizard), Neutral Evil
Fiery Explosion. Trobriand creates a magical explosion of fire
Armor Class 23 (natural armor) centered on a point he can see within 120 feet of him. Each
creature in a 20-foot-radius sphere centered on that point
Hit Points 315 (30d10 + 150) must make a DC 20 Dexterity saving throw, taking 49 (14d6)
Speed 30 ft. fire damage on a failed save, or half as much damage on a
successful one.
Poisoned Breath (Recharge 6). Trobriand exhales poisonous
STR DEX CON INT WIS CHA gas in a 30 foot cone. Each creature in that area must make
24 (+7) 9 (−1) 20 (+5) 20 (+5) 11 (+0) 1 (−5) a DC 20 Constitution saving throw, taking 54 (12d8) poison
damage on a failed save, or half as much on a successful
one.
Saving Throws Con +11, Int +11
Spellcasting. Trobriand casts one of the following spells,
Skills Arcana +11, History +11 using Intelligence as the spellcasting ability (spell save DC
Damage Immunities fire, poison; bludgeoning, piercing and 20):
slashing from nonmagical attacks not made with adamantine At will: detect magic, mage hand, prestidigitation
weapons
3/day: greater invisibility, haste
Condition Immunities charmed, exhaustion, frightened, para-
lyzed, petrified, poisoned 1/day each: globe of invulnerability, power word stun
Senses darkvision 120 ft., passive Perception 10 Bonus Actions
Languages Abyssal, Celestial, Common, Draconic, Dwarvish, Quicksilver Step. Briefly transforming into liquid metal,
Elvish, Infernal, Undercommon Trobriand teleports up to 30 feet to an unoccupied space that
Challenge 20 (41,000 XP) Proficiency Bonus +6 he can see before reforming into his true self.
Tsucora Quori Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 13 (4d4 + 6) slashing damage.
Medium Aberration, Lawful Evil
Stinger. Melee Weapon Attack: +6 to hit, reach 10 ft., one
Armor Class 16 (natural armor) target. Hit: 8 (1d10 + 3) piercing damage plus 10 (3d10)
psychic damage, and the target must succeed on a DC 14
Hit Points 68 (8d8 + 32) Wisdom saving throw or be frightened of the quori for 1
Speed 40 ft. minute. The target can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success.
Possession (Recharge 6). One humanoid that the quori can
STR DEX CON INT WIS CHA see within 5 feet of it must succeed on a DC 14 Charisma
17 (+3) 14 (+2) 18 (+4) 14 (+2) 14 (+2) 16 (+3) saving throw or be possessed by the quori; the quori then
disappears, and the arget is incapacitated and loses control
of its body. The quori now controls the body but doesn’t
Saving Throws Wis +5, Cha +6 deprive the target of awareness. The quori can’t be targeted
Skills Insight +5, Perception +5 by any attack, spell, or other effect, and it retains its align-
Damage Resistances psychic ment, Intelligence, Wisdom, Charisma, and immunity
to being charmed and frightened. It otherwise uses the
Condition Immunities charmed, frightened possessed target’s statistics, but doesn’t gain access to the
Senses darkvision 60 ft., passive Perception 15 target’s knowledge, class features, or proficiencies.
Languages Common, Quori The possession lasts until the body drops to 0 hit points,
Challenge 7 (2,900 XP) Proficiency Bonus +3 the quori ends it as a bonus action, or the quori is forced
out by an effect like the dispel evil and good spell. When
the possession ends, the quori reappears in an unoccupied
Actions space within 5 feet of the body. The target is immune to
this quori’s Possession for 24 hours after succeeding on the
Multiattack. The quori makes one Pincer attack, one Claws saving throw or after the possession ends.
attack, and one Stinger attack. Spellcasting. The quori’s spellcasting ability is Charisma
Pincer. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. (spell save DC 14). It can cast the following spells, requiring
Hit: 8 (1d10 + 3) bludgeoning damage. The target is grappled no material components:
(escape DC 14) if it is a Large or smaller creature. The quori At will: charm person
has two pincers, each of which can grapple one target.
1/day each: fear
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
30 (+10) 8 (−1) 27 (+8) 1 (−5) 10 (+0) 1 (−5) 16 (+3) 10 (+0) 14 (+2) 11 (+0) 17 (+3) 13 (+1)
Scattered throughout Waterdeep are eight enormous CALL FROM THE DEEP
statues that can defend the city in times of great peril.
Because they are so destructive, the walking statues Weresharks are ruthless in the pursuit of prey. In their
are used only to fend off armies and seemingly insur- humanoid form they are aggressive loners, making their
mountable foes. Each statue once had a name and a homes in sea caves and deserted fishing hamlets. In shark
unique appearance but in recent years they all have been form they act as any shark would, always on the lookout
resculpted to look like the archlich Vecna. for an easy meal. Like a werewolf, a wereshark can wield
weapons in its hybrid form, but prefers to tear foes apart
with its gaping, many-toothed maw.
Warlord
Medium Humanoid, Any Alignment
Wereshark
Armor Class 18 (plate) Medium Humanoid (Human, Shapechanger), Chaotic Evil
Hit Points 229 (27d8 + 108)
Speed 30 ft. Armor Class 11 in humanoid form, 12 (natural armor) in
shark or hybrid form
STR DEX CON INT WIS CHA Hit Points 58 (9d8 + 18)
20 (+5) 16 (+3) 18 (+4) 12 (+1) 12 (+1) 18 (+4) Speed 30 ft. (0 ft., swim 40 ft. in shark form)
Game Statistics
Xanathar is a beholder that wears magic rings on three
of its eyestalks. It is attuned to all three rings, which don’t
alter the beholder’s challenge rating. It wears a ring of
invisibility on its fear ray eyestalk, a ring of mind shielding
on its sleep ray eyestalk, and a ring of resistance (force) on
its slowing ray eyestalk.
A Page from
Vecna's Personal Journal
The recipient(s) agree to kill* and utterly destroy* no less than three demons, one of which must be
a marilith and two of which must be vrocks. This obligation must be completed within no more than
nine days.
Upon the recipient(s)’s completion of their obligations and their reporting of success, Flibbertiggibet
the Helpful (henceforth referred to as Flibber) is obligated to award the recipient(s) one Infernal
Boon for each signee as well as a sum total of 1,000 gold pieces.
This contract binds Flibber and the recipient(s) into a deal that lasts until both parties, with-
out undue duress, agree to nullify the terms of the contract. Upon completion of the agreed upon
obligations, the deal is considered complete and concluded.
When signed by both parties, this contract as a whole remains in effect and can’t be tampered
with further by either party, any of their respective representatives, or an unaffiliated party. As such,
both parties agree to defend the contract’ in a reasonable manner, to the best of their ability.
Any violation of this contract on the part of Flibber immediately holds the contract null and
void, giving the recipient the right to pursue reimbursement of 10,000 gold pieces. Any violation of
this contract on the part of the recipient immediately grants irrevocable rights over the recipi-
ent(s)’s soul(s) to the Nine Hells upon their death, to be managed by Flibber or another Infernal
representative as they see fit.
The contract is completed when both parties have fulfilled their obligations as described herein.
If the recipient(s) fail to fulfill their obligations within nine days, they are considered to have
violated the terms of the contract.
*to be considered killed and utterly destroyed, a demon must be destroyed in the bowels of the Abyss,
as its essence is otherwise simply reborn there. As such, destroying a demon on a plane other than the
Abyss is simply considered relocating it, and doesn’t meet the standard required by this contract.
Flibber
Recipient(s)’s signature(s) Flibbertiggibet’s signature
The recipient(s) agree to kill* and utterly destroy* no less than three demons, one of which must be
a marilith and two of which must be vrocks. This obligation must be completed within no more than
nine days.
Upon the recipient(s)’s completion of their obligations and their reporting of success, Flibbertiggibet
the Helpful (henceforth referred to as Flibber) is obligated to award the recipient(s) one Infernal
Boon for each signee as well as a sum total of 1,000 gold pieces.
This contract binds Flibber and the recipient(s) into a deal that lasts until both parties, without un-
due duress, agree to nullify the terms of the contract. Upon completion of the agreed upon obligations,
the deal is considered complete and concluded.
When signed by both parties, this contract as a whole remains in effect and can’t be tampered with
further by either party, any of their respective representatives, or an unaffiliated party. As such, both
parties agree to defend the contract’ in a reasonable manner, to the best of their ability.
Any violation of this contract on the part of Flibber immediately holds the contract null and void, giv-
ing the recipient the right to pursue reimbursement of 10,000 gold pieces. Any violation of this contract
on the part of the recipient immediately grants irrevocable rights over the recipient(s)’s soul(s) to the
Nine Hells upon their death, to be managed by Flibber or another Infernal representative as they see
fit.
The contract is completed when both parties have fulfilled their obligations as described herein. If
the recipient(s) fail to fulfill their obligations within nine days, they are considered to have violated the
terms of the contract.
*to be considered killed and utterly destroyed, a demon must be destroyed in the bowels of the Abyss,
as its essence is otherwise simply reborn there. As such, destroying a demon on a plane other than the
Abyss is simply considered relocating it, and doesn’t meet the standard required by this contract.
Recipient(s)’s signature(s)
Flibber
Flibbertiggibet’s signature
The recipient(s) agree to relocate* no less than three demons, one of which must be a marilith and
two of which must be vrocks, back to the bowels of the Abyss that spawned them. This obligation
must be completed within no more than nine days.
Upon the recipient(s)’s completion of their obligations and their reporting of success, Flibbertiggibet
the Helpful (henceforth referred to as Flibber) is obligated to award the recipient(s) a sum total of
1,000 gold pieces.
This contract binds Flibber and the recipient(s) into a deal that lasts until both parties, with-
out undue duress, agree to nullify the terms of the contract. Upon completion of the agreed upon
obligations, the deal is considered complete and concluded.
When signed by both parties, this contract as a whole remains in effect and can’t be tampered
with further by either party, any of their respective representatives, or an unaffiliated party. As such,
both parties agree to defend the contract’ in a reasonable manner, to the best of their ability.
Any violation of this contract on the part of Flibber immediately holds the contract null and
void, giving the recipient the right to pursue reimbursement of 10,000 gold pieces. Any violation of
this contract on the part of the recipient immediately grants irrevocable rights over the recipi-
ent(s)’s soul(s) to the Nine Hells upon their death, to be managed by Flibber or another Infernal
representative as they see fit.
The contract is completed when both parties have fulfilled their obligations as described herein.
If the recipient(s) fail to fulfill their obligations within nine days, they are considered to have
violated the terms of the contract.
*to be considered relocated, a demon must be destroyed on a plane other than the Abyss, thus causing
it to be reborn there.
Flibber
Recipient(s)’s signature(s) Flibbertiggibet’s signature
The recipient(s) agree to relocate* no less than three demons, one of which must be a marilith and
two of which must be vrocks, back to the bowels of the Abyss that spawned them. This obligation
must be completed within no more than nine days.
Upon the recipient(s)’s completion of their obligations and their reporting of success, Flibbertiggibet
the Helpful (henceforth referred to as Flibber) is obligated to award the recipient(s) a sum total of
1,000 gold pieces.
This contract binds Flibber and the recipient(s) into a deal that lasts until both parties, without un-
due duress, agree to nullify the terms of the contract. Upon completion of the agreed upon obligations,
the deal is considered complete and concluded.
When signed by both parties, this contract as a whole remains in effect and can’t be tampered with
further by either party, any of their respective representatives, or an unaffiliated party. As such, both
parties agree to defend the contract’ in a reasonable manner, to the best of their ability.
Any violation of this contract on the part of Flibber immediately holds the contract null and void, giv-
ing the recipient the right to pursue reimbursement of 10,000 gold pieces. Any violation of this contract
on the part of the recipient immediately grants irrevocable rights over the recipient(s)’s soul(s) to the
Nine Hells upon their death, to be managed by Flibber or another Infernal representative as they see
fit.
The contract is completed when both parties have fulfilled their obligations as described herein. If
the recipient(s) fail to fulfill their obligations within nine days, they are considered to have violated the
terms of the contract.
*to be considered relocated, a demon must be destroyed on a plane other than the Abyss, thus caus-
ing it to be reborn there.
Recipient(s)’s signature(s)
Flibber
Flibbertiggibet’s signature
I'jin
Small Beast (Avatar), Chaotic Neutral
Armor Class 13
Hit Points 3 (1d6)
Speed 50 ft.
Kubazan Actions
Huge Monstrosity (Avatar), Chaotic Good
Multiattack. Kubazan makes two attacks with his tentacles.
He can also use his tongue or bite.
Armor Class 14 (natural armor) Tentacle. Melee Weapon Attack: +10 to hit, reach 20 ft., one
Hit Points 184 (16d12 + 80) target. Hit: 19 (3d8 + 6) bludgeoning damage, and the target
Speed 30 ft., swim 30 ft. is grappled (escape DC 16) if it is a Huge or smaller creature.
Until the grapple ends, Kubazan can’t use this tentacle on
another target. Kubazan has four tentacles.
STR DEX CON INT WIS CHA Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
23 (+6) 13 (+1) 20 (+5) 2 (−4) 12 (+1) 5 (−3) Hit: 22 (3d10 + 6) piercing damage, and the target is swal-
lowed if it is a Medium or smaller creature. A swallowed
creature is blinded and restrained, has total cover against
Saving Throws Con +9, Wis +5 attacks and other effects outside Kubazan, and takes 10 (3d6)
Skills Perception +9, Stealth +5 acid damage at the start of each of Kubazan’s turns.
Damage Resistances fire, lightning Kubazan’s gullet can hold up to two creatures at a time. If
Kubazan takes 20 damage or more on a single turn from a
Senses darkvision 60 ft., passive Perception 19 creature inside it, he must succeed on a DC 20 Constitution
Languages – saving throw at the end of that turn or regurgitate all swal-
Challenge 10 (5,900 XP) Proficiency Bonus +4 lowed creatures, each of which falls prone in a space with
10 feet of Kubazan. If Kubazan dies, a swallowed creature is
no longer restrained by him and can escape from the corpse
Amphibious. Kubazan can breathe air and water. using 10 feet of movement, exiting prone.
Shock Susceptibility. If Kubazan takes lightning damage, it
suffers several effects until the end of its next turn: its speed Tongue. Kubazan can target one Medium or smaller creature
is halved, it takes a -2 penalty to AC and Dexterity saving that he can see within 20 feet of him. The target must make
throws, it can’t use reactions or Multiattack, and on its turn, a DC 18 Strength saving throw. On a failed save, the target
it can use either an action or a bonus action, not both. is pulled into an unoccupied space within 5 feet of Kubazan,
and Kubazan can make a bite attack against it as a bonus
action.
Moa
Large Beast (Avatar), Lawful Good
Nangnang otherwise comes into direct contact with her skin must
succeed on a DC 12 Constitution saving throw or become
Small Humanoid (Avatar), Neutral Evil
poisoned for 1 minute. A poisoned creature no longer in
direct contact with Nangnang can repeat the saving throw at
Armor Class 13 (16 with barkskin) the end of each of its turns, ending the effect on itself on a
Hit Points 27 (5d6 + 10) success.
Speed 25 ft., climb 25 ft. Spellcasting. Nangnang is a 9th-level spellcaster. Her spell-
casting ability is Wisdom (spell save DC 12, +4 to hit with
spell attacks). She knows the following spells:
STR DEX CON INT WIS CHA
1st level (4 slots): cure wounds, jump
7 (−2) 16 (+3) 15 (+2) 10 (+0) 15 (+2) 11 (+0)
2nd level (3 slots): barkskin, spike growth
3rd level (2 slots): plant growth
Saving Throws Dex +5 Standing Leap. Nangnang’s long jump is up to 25 feet and
Skills Athletics +2, Perception +4, Stealth +5, Survival +4 her high jump is up to 15 feet, with or without a running start
Damage Immunities poison
Actions
Condition Immunities poisoned
Senses passive Perception 14 Dagger. Melee or Ranged Weapon Attack: +5 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3)
Languages Grung piercing damage, and the target must succeed on a DC 12
Challenge 1 (200 XP) Proficiency Bonus +2 Constitution saving throw or take 5 (2d4) poison damage.
Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft.,
Amphibious. Nangnang can breathe air and water. one target. Hit: 6 (1d6 + 3) piercing damage, and the target
Poisonous Skin. Any creature that grapples Nangnang or must succeed on a DC 12 Constitution saving throw or take 5
(2d4) poison damage.
Obo'laka
Small Monstrosity (Avatar), Lawful Neutral
Skills Athletics +3
Senses passive Perception 11
Languages –
Challenge 1/2 (100 XP) Proficiency Bonus +2
Papazotl
Large Monstrosity (Avatar), Neutral Evil
Armor Class 13
Hit Points 26 (4d10 + 4)
Speed 30 ft., fly 40 ft.
Skills Perception +4
Senses passive Perception 14
Languages Auran, Common
Challenge 1 (200 XP) Proficiency Bonus +2
Wongo
Medium Monstrosity (Avatar), Chaotic Evil
Armor Class 12
Hit Points 27 (5d8 + 5)
Speed 30 ft., climb 30 ft.
Actions
Multiattack. Wongo makes two attacks: one with his bite
and one with his claws.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 4 (1d4 + 2) piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 7 (2d4 + 2) slashing damage, or 12 (4d4 +2)
slashing damage if Wongo is hanging by his tail and all four
of his limbs are free.
Psychic Crush (Recharge 5 -- 6). Wongo targets one creature
he can see within 30 feet of him. The target must succeed
on a DC 11 Wisdom saving throw or take 17 (5d6) psychic
damage and be stunned for 1 minute. The stunned target
can repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success.
randomly determined properties determined from A mummified index finger from Vecna’s original
the Artifact Properties Table in chapter 7 of the right hand, complete with a blackened, clawlike
Dungeon Master’s Guide: nail. Once in place, it functions as a normal fore-
finger on the recipient’s right hand.
• 1 minor beneficial property
• 1 major beneficial property Random Properties. The forefinger has the
• 1 minor detrimental property following randomly determined properties deter-
mined from the Artifact Properties Table in chapter
Darkening. You can use an action to stare at a
7 of the Dungeon Master’s Guide:
creature within 60 feet. If you do so, the creature
must succeed on a DC 15 Constitution saving • 1 minor beneficial property
throw or become afflicted with the blinded condi- • 1 major beneficial property
tion for one day. The eye can’t be used again this • 1 minor detrimental property
way until the next dawn. Domination. You can use an action to point at a
Destroying the Right Eye. Any single source target humanoid within 60 feet, palm up, and then
of damage that equals or exceeds 33 hit points crook your finger in a beckoning gesture. If you
of damage destroys the forefinger. In addition, do so, the humanoid must succeed on a DC 15
someone using the molar of Vecna can destroy the Wisdom saving throw or be affected by the domi-
eye. nate person spell. The finger can’t be used again
this way until the next dawn.
Destroying the Second Digit. Any single source
of damage that equals or exceeds 33 hit points
of damage destroys the forefinger. In addition,
someone using the molar of Vecna can destroy it.
Curse of Strahd
ALL OF VECNA is an excellent
continuation to most Wizard The characters should be 10th level when they finish
of the Coast hardcover adven- Curse of Strahd. Because of this, it is the perfect
tures. Whereas your characters adventure to lead into Rise Of Vecna, and very few
may have successfully prevented one of the realm’s modifications are necessary.
catastrophes, they could not be everywhere at once, J Have the characters emerge from Ravenloft
and the realm has still been ruined by the machi- directly into the Doomed Forgotten Realms.
nations of Vecna. Fall Of Vecna likely takes place
J Consider having Xanathar select the charac-
years after they completed their last adventure. After
ters because of their previous experience with
reading or paraphrasing the Rise of Vecna section of
Ravenloft.
the Introduction (making any necessary adjustments)
Descent into Avernus J Skip the trip to Luskan and the Hosttower of the
Arcane (chapter 1). Instead, one of the charac-
ters’ former allies recruits them to travel directly
The characters should be 13th level when they
to Ravenloft in search of information on how to
finish Descent into Avernus. Because of this some
defeat Vecna.
of the earlier chapters of Rise Of Vecna will need to
be skipped, and their challenge rating will need to J Shorten the characters’ time in Ravenloft by
be increased. For simplicity, to raise the challenge having them recover just a single lesser Vecnan
rating, increase the number of monsters as well as relic. Advance them one level for escaping
their base statistics. Additionally: Ravenloft.
Rise of Tiamat
The characters should be 15th level when they finish
Princes of the Apocalypse. Because of this much
of the earlier half of Rise Of Vecna will need to be
skipped and/or have its challenge rating increased. The characters should be 14th or 15th level when
For simplicity, to raise the challenge rating, increase they finish Rise of Tiamat. Because of this much
the number of monsters as well as their base statis- of the earlier half of Rise Of Vecna will need to be
tics. Additionally: skipped and/or have its challenge rating increased.
For simplicity, to raise the challenge rating, increase
J If it is not too late, consider having the Elemental
the number of monsters as well as their base statis-
Prince pull the characters into the Elemental
tics. Additionally:
Planes. Have the characters narratively discuss
their time in the Elemental Planes and how they J If it is not too late, consider having Tiamat take
escape. When they return, they find that five years the characters with her when she is pulled back
have passed and that the Realms have changed into Avernus. Have the characters narratively
much in their absence. discuss their time in Avernus and how they
escape. When they return, they find that five years
J Skip the trip to Luskan and the Hosttower of the have passed and that the Realms have changed
Arcane (chapter 1). Instead, one of the charac-
much in their absence.
ters’ former allies recruits them to travel directly
to Ravenloft in search of information on how to J Skip the trip to Luskan and the Hosttower of the
defeat Vecna. Arcane (chapter 1). Instead, one of the charac-
ters’ former allies recruits them to travel directly
J Shorten the characters’ time in Ravenloft by to Ravenloft in search of information on how to
having them recover just a single lesser Vecnan
defeat Vecna.
relic. Advance them one level for escaping
Ravenloft. J Shorten the characters’ time in Ravenloft by
having them recover just a single lesser Vecnan
J The information from chapter 9 on how to best relic. Advance them one level for escaping
gather allies for the fight against Vecna can
Ravenloft.
be provided by the ally that helped them get
to Ravenloft. Thus, much of chapter 9 can be J The information from chapter 9 on how to best
omitted. gather allies for the fight against Vecna can
be provided by the ally that helped them get
J Chapters 10 onwards can play mostly as written, to Ravenloft. Thus, much of chapter 9 can be
although you may need to continue to slightly
omitted.
increase the difficulty of some encounters. In
chapter 10 replace Hellenrae with another NPC J Chapters 10 onwards can play mostly as written,
quest giver such as Mordenkainen (chapter 9). although you may need to continue to slightly
For chapters 10 through 13, have the characters increase the difficulty of some encounters. In
advance one level for every two chapters they chapter 12 replace Rezmir with another NPC
complete rather than one level for every chapter quest giver such as Harshnag the Grim (appendix
they complete. A). For chapters 10 through 13, have the charac-
Tomb of Annihilation
The characters should be 11th level when they finish
Tomb of Annihilation. Because of this, it is the perfect
adventure to lead into Rise Of Vecna, and very few
modifications are necessary.
J Consider having Xanathar transport the charac-
ters directly to Ravenloft, essentially skipping
chapter 1.
J If the characters destroyed the Soulmonger, then
consider skipping chapter 15. Instead Vecna
has embedded his phylactery within the walking
statues of Waterdeep, and once they have been
destroyed, he is fully defeated.