D&D - Tales from the Yawning Portal (5e) - Flip eBook Pages 201-250 (2024)

MAP G.G: 11ALL OF THE FIRE GIANT K I NG , SECOND LEVEL 200 CHAPTER 6 j AGAINST THE GIANTS

202 portunity presents itself, she will heist as much in gems and magic as she can and then slip away-but until then she will help the characters to the best of her ability (both to better her own chances of staying alive in this awful place and to win their trust). During this time she will be casing the characters to learn what they carry. Ce1113C. The king's chief lieutenant, a fire giant named Boldo, hangs in chains as punishment for failing to be properly deferential to Snurre. He will do anything to get back into Snurre's favor. Thus, he will happily lie to the party and tell them he is here because he tried to prevent Snurre from taking his current hostile course. If freed , he tells the characters, he can get several other fire giants to aid them in overthrowing the king and restoring the peace. In fact, Boldo will betray the party at his earliest opportunity. He is quite bright, and he will not be rash. CeJJ 14C. Chained in the cell next to the guardroom is an empyrean (of chaotic good alignment). It has been drugged and is effectively unconscious. A character who succeeds on a DC 15 Wisdom (Medicine) check can identify the effects of exposure to a virulent form of oil of taggit (see "Sample Poisons" in chapter 8 of the Dungeon Master's Guide). Magic, such as protection from poison or lesser restoration, can remove the poison from the empyrean's system. Otherwise, he recovers naturally in 12 hours. If awakened, he helps any party destroy the inhabitants of this place, although he would not mind seeing evil characters in the party die also. Guardroom (G). One fire giant guard and three wererats in human form (appearing as female humans in tattered clothing) are conversing here by torchlight. The giant has two rocks nearby. In the room are a table, a chair, a stool, a bench, three kegs on the floor, and a small, covered jar on the table. The first keg holds small beer, the second one water, and the third one mead. The jar contains oil of taggit; anyone who opens the jar is exposed to the poison and has disadvantage on the saving throw. On the walls are pegs holding a giant's bag, a cape, a shield, keys to the cells, and a shirt. If the guard is subdued and interrogated, he knows nothing of the secret tunnel to area 8 (and thus does not volunteer that information). If the disguised wererats are conversed with, they claim to be captives forced to labor for the giants as scullions. If they are attacked, the wererats assume the form of giant rats and escape through a drain hole in the northwest corner of the room, traveling from there to alert the drow of intruders. The secret door to the east opens into a passage about 2 feet wide and 1 ½ feet high. It is rough, and a human in armor could not hope to pass along its length; even a halfling would have to struggle to get through it. Treasure. A loose stone in the floor to the east of the door hides a cache of 30 ep, 60 gp, and 21 pp. The guard wears a gemmed brooch (worth 100 gp) on his cloak. 8. SECRET ROOM This place, pitch dark, is the lair of seven wererats. If the encounter is going badly for them, survivors flee down the northeast passageway to area 15 on the third level (map 6.7) and warn the drow. CHAPTER 6 I AGAINST THE GIANTS Aside from stolen cloaks piled here and there like ne the chief features in this secret room are three heavy iron chests. All are locked, and each key is on a di erent wererat. The chests are also trapped with poi on needles (see "Sample Traps" in chapter 5 of the Dungeon Master's Guide). The poison on these needles i oil of taggit (see "Sample Poisons" in chapter 8 of the Dungeon Master's Guide). The third chest the characters investigate is additionally trapped so that two poisoned darts fire upward from the inside when the lid is opened. Each dart has a range of 30 feet and a +8 bonus to hit. It deals 2 (ld4) piercing damage on a hit and subjects its victim to exposure to drow poison (see "Sample Poisons" in chapter 8 of the Dungeon Master's Guide). The mechanism for this trap is inside the chest, thus it cannot be detected from the outside. A character who succeeds on a DC 20 Wisdom (Perception) check while beginning to open the lid notices that it opens stiffly, with resistance from the inside. Those near the chest have a brief moment of warning before the lid springs fully open and the darts shoot forth; anyone who ducks down or lunges away from the chest can avoid being hit. Treasure. The first chest holds six pieces of jewelry worth 250 gp each, eight pieces worth 500 gp each, and three large pouches stuffed with 100 gp each. The second chest contains a potion of poison, 800 gp (loose), and a cursed scroll of protection (lycanthropes). Someone who reads the scroll must succeed on a DC 15 Wisdom saving throw or become afflicted with wererat lycanthropy. The third chest is empty, but a permanent invisibility spell covers writing on the inside of the lid. If the invisibility is dispelled, the information tells where a stone in the wall along the stairs down can be removed to reveal a ring of shooting stars, a spell scroll of seven cleric spells (DM's choice), and a metal case holding six potions (healing, diminution, plus four more of the DM's choice). A secret compartment in the lid of the box that contains the potions holds pipes of the sewers. A character who succeeds on a DC 20 Wisdom (Perception) check while examining the box finds the compartment. TEMPLE OF THE EYE (AREAS 9-11) Illusionary walls (represented by dashed lines on the map) screen the temple area from discovery. Making physical contact with these images reveals their illusory nature. Someone who examines either image without touching it can determine that it is an illusion by making a successful DC 15 Intelligence (Investigation) check. On a successful check, the illusions fade for that character, becoming transparent enough to see through. Beyond the illusions, the whole place is illuminated by a strange, swirling light that seems to be part of the very air. Eddies of luminosity drift here and there, causing the whole scene to be difficult to perceive. Distances and dimensions are tricky to determine in the shifting light of rusty purple motes and lavender rays. Globs of mauve and violet seem to seep and slide around. The ceiling of the temple is out of visual range, 50 feet high at its low-

est point and well over 65 feet where it va the center. 9. Giants' Worship Area. Each pillar radt es a s nse of unease and insecurity in a 5-foot radius simulate this by making players uneasy in whatever a _ _ you find best). The wall to the west is a mural howing giant bowing before a black cairn, offering sacri fice and giveing gifts. The floor in the western half of the area i of porphyry, and the pillars are made of serpentine. Their well-polished surfaces reflect the strange light that permeates the place. The scenes on the west wall grow more gruesome as the viewer proceeds north. culminating in scenes showing human and giant sacrifice near the end closest to the altar (area 11). 10. Servants' and Thralls' Worship Area. The polished floor of red and black hornblende seems to flow between the thin pillars of obsidian that border this area. Each of these pillars radiates an aura of mild fear in a 2-foot radius, and if one is touched the creature who comes into contact with it must succeed on a DC 15 Wisdom saving throw or be affected as if by a fear spell with the pillar as the object of its fear. Passing between two pillars causes a creature to take 5 (2d4) lightning damage, or double that if it is wearing metal armor. The wall to the east shows a scene of various creatures submitting to a trio of huge, vaguely squid-like creatures, each with ten hairy tentacles and mottled in various shades and tints of purple and violet. In the forefront of this mass self-sacrifice are elves and humans, but there are also dwarves, gnolls, ores, trolls, halflings, ogres, goblins, and other creatures among the crowd. Those near the front of the line are being torn apart and the bloody gobbets eaten as dainty morsels. 11. Priests' Area. The northern end of the temple is tiered, with three low steps that lead up toward the center of the north wall. This wall, made of cloudy purple stone, displays an inlay of a huge inverted triangle with a Y shape enclosed in it and touching the triangle's sides. Hanging beneath this symbol, suspended on chains from the ceiling, is a black metal triangle and cylinder. The floor of the first tier is black stone shot through with veins of violet. A great drum of blackened skin and chitinous material rests on the western side of the first tier. On the eastern side is a rack from which hang nine silver cylinders, apparently a set of chimes. (these chime tubes are hollow and are worth 100 gp each). The large pillar to the east on the first tier is made of malachite and is covered with graven signs and sigils. A casting of detect magic reveals that the glyphs radiate an aura of conjuration magic. If the correct pair of gylphs are touched, the creature touching them will be transported to area 18 on the third level (see map 6.7). You should devise the twenty-four glyphs upon this pillar and select which two are the trigger mechanism. The second tier is dark gray stone, with specks of lilac and orange and purple. It holds a huge stone altar block of dull, porous-looking, somewhat rust-colored black mineral. To either side of the altar are large bronze braziers whose corroded green coloration is particularly nauseating in this setting. Flanking the braziers, in the form of triangles pointing downward. are two sets of candelabra, each candelabrum having three branches. These are made of bronze that is green with age, and each branch holds a fat black candle that burns with a flame of leaping lavender and deep glowing purple but never grows shorter. The third tier is dull black stone with whorls of plum and lavender and splotches of red. The metal triangle stands upon the third tier. If the altar stone is touched by living flesh or hit by a weapon (or any object), it begins to fade in color, and in 3 rounds becomes a translucent amethyst color with a black, amorphous center. A creature that touches or strikes the altar when it is in this form must succeed on a DC 15 Wisdom saving throw or become paralyzed for 1 hour. If the drum on the first tier is beaten, the chimes are rung, and the triangle is struck while the altar is in this translucent state, a glowing golden eye swims into view in the stone's writhing center. For each creature that sees the eye, roll a d12 and consult the following table. The creature is affected as if by a symbol spell of the indicated type (save DC 15): d12 Result Death 2 Discord 3 Fear 4 Hopelessness 5 Insanity 6-12 No effect (looked away in time) Except for the death effect, these effects are curses and can be removed only as such. If the three tentacle rods from area 12 are in the characters' possession when the eye appears, and the braziers remain lit, then the altar becomes a means of summoning an Elder Elemental God- it turns a transparent heliotrope in color, the black mass at the center grows larger and shows swollen veins of purple, and the eye is a fiery red-orange. Then a tentacle comes out of the altar and grabs the nearest living creature. The tentacle has a reach of 20 feet and a + 11 bonus to hit. A creature hit by the tentacle is drawn into the stone- totally gone, destroyed. If a creature is drawn into the altar, the altar returns to its dormant state, and atop it will be the thing most wished for by the party- or something that will enable the characters to attain the end or state they most desire. If a second summoning of this Elder Elemental God is attempted within the same day, roll a dl2 and apply the indicated result from the table below. d12 Result Tentacles try to seize and devour ld4 more creatures within the minute, but entity does not grant any additional desires. 2 Entity strikes everyone present permanently blind and does not grant any additional desires. 3 Entity raises one ability score of each character present by 1 point and takes no sacrifice. 4-12 Entity ignores the whole thing. Treasure. The only items of value in the temple that can be salvaged are the silver chimes. Each hollow silver cylinder is worth 100 gp. CHAPTER 6 I AGAINST THF GIANTS

MAP 6.7: Hall OF THE FIRE GIANT KING, THIRD LEVEL 204 CHAPTER 6 I AGAINST THE GIANTS

12. DROW CLERICS' AREA The entrance to this chamber is protected a all of tentacles (not depicted on the map). It appears as rough brown-purple stone. This magic wall i like ropers combined into one creature, giving it two b e at ac k and eight tendrils that it can employ every round hough the tendrils have a range of only 20 feet The ·all has resistance to bludgeoning, piercing. and lashing damage from nonmagical weapons. A ca ting of dispel magic deals the wall 50 damage, and disintegrate deals it 100 damage. Drow can freely pass through the wall If any other creature touches it, the wall attacks and emits a hissing and champing noise to alert the occupants of the chamber beyond it. If its current hit points drop to half its hit point maximum or lower, the wall casts darkness on itself (affecting only the outside of the wall, not its inner surface). The chamber south of the wall is lit by the same everburning black candles that are found in the temple (area 11), so the illumination is eerie and dim. The walls are hung with purple cloth, and the floor is thickly carpeted in black. The inner room to the east is screened off from the outer room by a brocaded hanging of black with orange, gold, lilac, and mauve. Outer Chamber. The antechamber is the quarters of a drow elite warrior and a drow mage who assist their priestess, Eclavdra. Each has a tentacle rod in addition to its usual gear and weaponry. A smoldering copper brazier near the door gives off an incense-like smoke that is sweet, cloying, decayed-smelling, disgusting, alluring, and euphoric all at once. In the candlelit room are two low black couches, each inlaid with silver. To one side sit a round table and two armchairs. At the foot of each couch is a low table with a basin and ewer made of jasper. Small stools and enameled coffers provide a bit of decoration. Treasure. The jasper basins and ewers are worth 300 gp per set. The first coffer examined holds a spell scroll of word of recall and three bars of adamantine, each weighing 5 pounds and worth 500 gp each. The second coffer contains 100 cp, 100 sp, 10 ep, 20 gp, and 10 pp, each type of coin in its own black leather pouch, as well as a pouch of ten gems (worth 50 gp each). Inner Chamber. The inner room, lavishly furnished and decorated, is the sanctuary of Eclavdra, the drow priestess ofLolth who has fomented all the trouble with the giants. Like her assistants, she also carries a tentacle rod in addition to her other equipment. Here the light from candles is supplemented by two small braziers of black and silver. Tapestries of a suggestive nature adorn the walls. The furnishings include a large bed, two small tables, three coffers, a buffet, a cabinet, a large wardrobe, two divans with a low chest between them, a dressing table and chair, a large mirror, two hampers, and two chests. All furnishings are of ebony or black stone, and most have silver inlay. The wardrobe holds feminine clothing and the priestess's vestments of mauve, black, and plum, stitched with gold. A small screen of ebony inlaid with amber (weighing 10 pounds and worth 150 gp) sets off a dressing area in the southeast corner near the wardrobe, where a lowbacked chair stands with a gown thrown over it. This screen effectively hides the location of the secret door, which enables the priestess to slip in and out unseen. Treasure. Many of the items in Eclavdra's chamber are of significant value. The priestess's ceremonial garment is set with ten violet garnets (worth 50 gp each), ten topazes (50 gp each), ten black opals (100 gp each), and ten amethysts (100 gp each); it is covered with a plain black wrapper to protect it from dust and damage. A coffer on the low chest between the divans has a glyph of warding on the inside of the lid, so if anyone other than Eclavdra opens it, the glyph casts insect plague (spell save DC 14). The container holds three spell scrolls (gate , divine word, and greater restoration). A coffer near her bed contains six potions: poison, mind control (fire giant) (see appendix A), growth, heroism, and two philters of Jove . On the dressing table are two combs, a brush, four pins, and ten jars that hold unguents and cosmetics. These items are of onyx and silver, set with tiny gems. Each is worth 50 gp. Beside her bed on a small table are a basin, a ewer, and a goblet made from lapis lazuli (each is worth 500 gp). The ebony-and-amber screen around the dressing area weighs 10 pounds and is worth 150 gp. The large mirror of silver is worth 50 gp. CHAPTER 6 I AGAINST THE GIANTS

13. GUEST CHAMBER Ifjarl Grugnur and his lady, Estia, survived the assault on che glacial rife. they will be sequestered in this chamber. accompanied by a frost giant that serves as a door guard. If che jar! and his lady are not present, the room concain two frost giants, recently arrived messengers. The place is dimly lit by a few torches. It holds eight cots, a long table, two benches, two chairs, three stools, two buckets, six chests, a large box, and a cabinet. Hides on the floors and pelts on the cots help to make this place more comfortable and familiar for frost giant guests. Pegs hold clothing and three giants' bags. Treasure. Each giant carries 100 gp. In addition, the jar! and his lady will have whatever loot they managed to salvage from their stronghold. 14. GUEST CHAMBER Two cloud giants, a noble and his traveling companion, have come to hear from King Snurre why his warfare will profit them and make them more powerful. The giants have two lions serving as watch-animals at the door. The noble has a chain mail coat (AC 16), and both have their great morningstars and throwing rocks nearby. The chamber contains two very large beds, two wardrobes, two small tables, a large table, two chairs, two stools, two buckets, a cabinet, a bench, and four chests. The place is illuminated by torchlight, and there are tapestries on the walls, rugs and hides on the floor, and furs on the beds. Treasure. On the small table near the bed to the south is a platinum box set with moonstones and sunstones (worth 1,000 gp) that holds ten gems (worth 100 gp each), which are a present to the visitors from the king. 15. TROLLS' CHAMBER Six troll guards nest in this room. Two of them keep watch in the northern passage (within the area marked by Xs) and two others do the same in the southern passage. The other two monsters are in the central chamber. Dozens of various polearms, morningstars, and swords lie heaped in the middle of the room. (These are used to arm the gnolls currently penned in areas 16 and 17.) Treasure. Each troll has a nest of sticks, bones, hide and skin scraps, and other nauseating material in which is hidden 50 gp. 16. THRALL PEN Sixteen unarmed gnolls dwell here. Each has nothing but a heap of straw and a hide coverlet. Although these creatures are slaves of the giants, they identify with their masters' cause and will never help humans for any reason- in fact, they will gladly take up arms to fight intruders if given the chance. 17. THRALL PEN Ten unarmed gnolls dwell here. They will behave in all respects like their kin in area 16.

THIRD LEVEL: GENERAL FEATURES Map 6.7 shows the layout of the lowest le ·el of e fire giant stronghold. This place is entirely natural. the tunnels and caverns showing no marks of being hollowed out, except for the entranceway to the level from above and around the exit beyond the River of Lava. As is usual with natural areas, do not worry overmuch about describing direction of passages and wall of caves and caverns, let alone size and shape. Primitive mapping techniques under stress conditions would develop just about the same sort of chart as your players will when their characters explore this level ... wretched, but sufficient to get from place to place. If they have made it this far, they do not need any help from the DM! Ceilings. All passages are at least 20 feet high, small caves being 25 feet or so from floor to ceiling vault and large caverns anywhere from 25 to 75 feet high (areas 7, 19, and 20 are among the highest). Illumination. Most areas here are dark and still; only a few are lit, such as the lava cavern (areas 19 and 20) and the giants' final refuge in a crisis (area 5). If you like, add a few patches of phosphorescent growth as dungeon dressing- the light making it possible to see movement across it but not sufficient to illuminate an area. Sounds. If the characters were to remain still, they might hear water dripping, and perhaps once and once only a far distant echoing of stone striking stone. RANDOM ENCOUNTERS On the third level of the fire giant stronghold, the chance of a random encounter occurs on an hourly basis. At the end of each hour, roll a dl2. On a roll of 1, which indicates a random encounter, choose from the following possibilities: • Two wandering trolls • A fire giant patrolling with two hell hounds • One drow elite warrior and three drow that use stealth to remain undetected and avoid confrontation LOCATIONS ON THE THIRD LEVEL The following locations are identified on map 6.7. 1. CAVERN This cavern is fairly colorful, having many reddish, pale yellow, and shining blue-gray rock formations that glisten in the light of torches or lanterns. Three ropers dwell here and conceal themselves among the natural stalagmite formations. They wait until prey approaches the center of the area before attacking. Treasure. Each roper has one gem (worth 100 gp) in its internal digestive organ. 2. GLOWING CAVE This small offshoot of the larger cavern that runs north and south is filled with luminous plant growth and contains twelve hungry giant fire beetles. Some will be on the ceiling and drop upon any creatures entering their lair. These creatures served as a source of gifts for the frost giants in the past. They have no treasure. 3. CAVERN END The long cavern hooks eastward and terminates. Near the dead-end wall is an abandoned subterranean lizard's nest that contains several dozen shiny rocks (but none of value). 4. CAVE Four hell hounds are on guard here, immediately giving voice if they detect any intruders. 5. CAVERN Two fire giants are stationed here as a reserve on Snurre's order (acting on instructions from the drow, of course). One rests in the northeast end while the other keeps watch, patrolling between the spots marked G. Each has several rocks nearby for throwing. They have a typical giant's bag apiece, and the room also has piles of hides for bedding, a hamper or two, and some personal gear. In a crisis situation, this is where King Snurre, Queen Frupy, Obmi, and other important fire giants and guests will retreat to, along with whatever valuables they can salvage. 6. GREAT VAULTED CAVERN In the middle of this place is a permanent illusion of a huge red dragon dozing atop a mound of treasure (appearing like area 7, below). What is actually in that spot is a gorgon that obeys drow and has been instructed to ignore the presence of such creatures as hell hounds and fire giants and trolls. If any other kind of creature speaks to it from a distance in Common or Draconic, it has been instructed to stand quietly but then to breathe upon intruders as soon as they are within range. The illusion disappears once the gorgon attacks. 7. TREASURE TROVE CAVE This room is actually an extradimensional space, ten times larger than shown on the map. Anyone entering will notice first the enormous pile of treasure that fills the central part of the area and second the adult red dragon sleeping upon it. Brazzemal is the dragon's name. If the boulder across the entrance is moved, requiring the strength of a fire giant, he will certainly awaken. He will not immediately reveal that he is aware of intruders, preferring to wait until they are at the edge of his breath weapon's range before addressing them. Brazzemal is persuasive and deceitful, and his real desire will be to slay and devour the party and take their treasures to add to his already considerable hoard. Few adventurers ever face a dragon of his size in battle and live to tell about it; make sure that players and characters are well aware that they face a truly terrifying foe. Characters who are suitably flattering and ransom themselves by handing over the bulk of their wealth and magic items may be allowed to withdraw. If the dragon is cornered and in desperate straits, he will swear to anything in order to save his life, but his information is not to be trusted (although he will word things in such a way as to avoid uttering any magically detectable lie). CHAPTER 6 I AGAINST THE GIANTS 207

208 Treasure. Brazzemal's hoard is an enormous heap, most of its volume consisting of loose coins. All the best treasures are buried, and a thorough search through the pile will take a very long time. It contains: • 69,830 cp , 34,600 sp , 1,870 ep , 9,240 gp 200 pp in a malachite box that is itself worth 100 gp • Twenty-three loose gems worth 10 gp each • Five gems worth 100 gp each in a gold-chased silver egg (the two halves unscrew) that is itself worth 100 gp , Twelve pieces of assorted jewelry worth 100 gp each Five jeweled weapons, human-sized, worth 200 gp each Two silver mirrors worth 50 gp each) A ten-piece gold service worth 150 gp per piece Ten ivory statues with inlays of gems and precious metals worth 200 gp each , Four jade carvings and figurines worth 500 gp each inside a small chest , An idol carved of bloodstone worth 200 gp , Seven spell scrolls of wizard spells (DM's choice) in a crystal casket worth 500 gp • A dragon slayer (DM's choice of sword type) in a jeweled scabbard worth 500 gp , A brazier of commanding fire elementals Four potions of resistance (fire) in a coffer Eight jars of rare unguents and perfumes worth 100 gp each A suit of +2 armor, sized for a human (DM's choice of armor type) In addition, Brazzemal has six hundred sixty-six gems (worth 1 gp each) pressed into his stomach to protect it. Destructive magical attacks against the dragon will certainly destroy from 60 percent to 90 percent of these gems as well as wreaking havoc with the hoard as a whole. 8. CAVE This is a drow guardroom, currently housing three drow elite warriors and six drow. All are clothed in black capes, shod with soft boots of black hide, and wear hoods over their helmets. Two sentries are on duty at all times near the entrance. The room holds only bedrolls and some miscellaneous gear. Treasure. Each elite warrior carries 40 pp, and each other drow carries 5 pp. 9. WIDE PASSAGE Twelve piercers make their home in a cul de sac, where they patiently await unwary prey. The floor of the place is strewn with shattered skulls and bones. Treasure. Amid the gleaming white remains lies a gold necklace set with five gems (worth 250 gp in total). 10. SINGING CHAMBER This small place has excellent acoustics, and the drops of water falling into the pool along the southern portion of the wall make a faint, pleasant musical sound that can be heard for 120 feet in silence (or from 60 feet CHAPTER 6 I AGAINST THE GIANTS away in normal conditions). The pool's edge is lined by a hu e patch of gray ooze, and another lies along a ledge 11 feet high in the southeast of the place. Stin king CAVERNS (AREAS 11-13) The large spaces along the southern side of this level are inhabited by troll servants of King Snurre. The stink that comes from these creatures, their nests, and the offal and remnants of rotted meat they leave about is noticeable from as far away as the head of the corridor that leads southwest from near area 9. These caverns are very dangerous. If the trolls hear suspicious noises, or if any of them are assaulted, they split up to use the multiple passages in these areas to surprise and surround their attackers, leaping out of the darkness to tear them to shreds. An assault from nine trolls is nothing to sneeze at, even for a high-level party. Treasure. Each troll's nest holds about 1,000 gp worth of mixed coins. The nest of the large troll in area 1 also contains fifteen gems worth 100 gp each and a jeweled mace worth 500 gp. 11. TroJJ Annex. Three trolls lounge herein, each with the typical messy mound of sticks and bones and other noisome things. 12. TroJJ Central. Two trolls. This room, and its inhabitants, are much the same as those in area 11. 13. TroJJ Heaven. Four trolls, including a dominant one that is particularly large (120 hit points), reside here. Conditions are similar to those in areas 11 and 12, except even more noisome. 14. NARROW CAVERN The corridor leading north from the troll dens is striated with layers of blue and green and greenish-blue deposits and streaks. Patches of green slime (see "Dungeon Hazards" in chapter 5 of the Dungeon Master's Guide) grow on the roof of the passage and in the pool of water at its end. The slime on the ceiling covers an area about 40 feet wide just south of the pool. The pool holds thirty-six agates (worth 10 gp each), which sparkle in the presence of any light-source. Any creature that reaches in to get these stones is 50 percent likely to blunder into the slime in the pool, which blends in with the greenish rock. 15. GRAY CAVERN This dark-walled place is the drow strong point, and a drow watches each of the six routes that meet at this cavern. Four more drow are stationed in the chamber itself, for a total of ten. In addition, the eastern alcove serves as a field headquarters for two drow elite warriors (the female is in command) and a drow mage. Near this alcove, a narrow passage leads east and then south, ending at a set of rough-hewn stairs that ascend to the second level, emerging near area 8 on map 6.6. Treasure. The warriors and the mage carry 40 pp apiece, and each drow has 5 pp. 16. SMALL CAVERN The arrows to the north of the entry passage on the map mark the location of a trap. A character must succeed on a DC 20 Wisdom (Perception) check to spot a trip-

e wire. the act triggers a torrent of small iron p e e: each 1 4 inch in diameter, that pour out of hidden containe on the eastern wall. These little spheres coat e floor in the final 40 feet of the passageway and the firs 20 feet of the cavern itself. If they fall, the iron balls make a loud noi e. and any creature moving across the affected area mu t succeed on a DC 10 Dexterity saving throw or fa ll prone. A creature that moves through the area at half s peed doesn't need to make the saving throw. There are nine female drow in the place. Five are normal drow, and three others are drow elite warriors. These eight guards protect Nedylene, a drow priestess ofLolth who is opposed to anything Eclavdra attempts. She is here to check up on her rival, and she will be suspicious of any creature entering her current abode. On the other hand, she will not be averse to seeing her rival's plans go wrong, so negotiation is a possibility. Nedylene wields a +2 whip and carries a staff of swarming insects in addition to her other gear. 17. JEWELED CAVERN If light strikes the walls of this cavern, mineral deposits make the place glitter and sparkle as if it were sown with jewels. This breathtakingly beautiful place is the current lair of two mind flayers who have decided to see what is going on with their friendly enemies, the drow. They plan to observe events, and the dark elves ignore them. Treasure. Each mind flayer carries 250 gp (bribe money), and they have a tome of clear thought in a black metal box that can be opened only by a creature that has Intelligence 18 or higher. 18. SMALL CAVERN The cave at the end of the passage to the northeast is another drow guardroom, with occupants and contents identical to area 8: three drow elite warriors and six drow, two of which are on duty at all times near the entrance. Treasure. Each elite warrior carries 40 pp, and each other drow carries 5 pp. 19. SALAMANDER CENTRAL The huge cavern in the northwest corner of this level is lit up in reddish light from the bubbling, steaming river of molten lava that flows through the place. The cavern stinks of sulfur and heated rock, and the temperature here is very hot, although a strong draft cools it somewhat. The roof is no Jess than 60 feet high. A rope bridge is suspended about 15 feet above the lava river, offering safe access to the northern chamber (area 20). The ropes have been specially treated to keep them from bursting into flame. A creature that comes within 10 feet of the lava for the first time on a turn, or starts its turn within 10 feet of the Java, takes 11 (2d10) fire damage. A creature that enters or touches the lava for the first time on a turn, or starts its turn in the lava, takes 33 (6d10) fire damage. Amid this vaporous inferno in the area to the southeast are two salamanders enjoying a change of clime. The flames and smoke render the area lightly obscured. The salamanders are totally indifferent with respect to whom they attack, although they know and respect the drow. 20. COUNCIL CHAMBER AND DROW HQ The secluded section of the cavern to the north serves as the meeting place and council chamber for Eclavdra and her minions. If things have gone badly for the drow , and Eclavdra has escaped, she will be here with any surviving followers. A constant watch is kept on the east entry to the cavern- if intruders come, the dark elves will know of it. If threatened by powerful characters, the drow will cut the rope bridge, then flee to safety back along the passage to the north-northwest (at the location marked A), descending deep into the Underdark. Currently in this place (at the least) are six drow and four drow elite warriors, one of which is a female commander who has 110 hit points. The commander has a +2 shortsword, a +l hand crossbow, and three magic bolts, as follows: • A bolt of holding, which casts hold person on a target hit with the bolt, as well as up to two other targets within 30 feet of that target A bolt of blinding, which casts blindness/deafness to blind on a target hit with the bolt, as well as up to two other targets within 30 feet of that target • A bolt of vapors, which casts stinking cloud centered on the point it hits Each of these effects has a spell save DC of 15 and a duration of 1 minute. Treasure. In addition to bedding and a small amount of personal gear, a chest holding 200 pp and ten gems worth 100 gp each is hidden behind a rock formation in the far northeastern corner of the place. (Anyone who looks there will find the chest.) The commander has a small coffer that contains two potions of speed and two potions of superior healing. These will be used by the drow if necessary (and if she is able to dispense them). PURSUING THE DROW A pair of hoists-derrick-like machines with straps strong enough to hold cargo of any sort (even giants!)- are tucked into nooks on either side of the river of lava. If any of the dark elves escape and the characters want to follow them, they can use these hoists to transport their possessions over the lava. It will take several hours to set the devices into working position, but thereafter characters will be able to move supplies and pack animals across the river and begin their pursuit of the drow. If the characters choose not to chase the dark elves, assume that the drow collapse the tunnel behind them, sealing off the Underdark and ending the threat of coordinated giant attacks thereafter. In any case, surviving characters are to be congratulated on the success of their mission. Ti> CHAPTER 6 I AGAINST THE GIANTS 209

To B OF HORRORS N THE FAR REACHES OF THE WORLD. Un DER A lost and lonely hill, lies the sini ter Tomb of Horrors. This labyrinthine crypt is filled with terrible traps, strange and ferocious mon ters. rich and magical treasures, and somewhere within rests the demilich. The legend of the tomb is an old story with many parts, some of which may be lost or obscured. Characters attempting to glean special information by consulting sages or through legend lore spells may still have difficulty obtaining as much background as they desire, for the scraps of information thus gained are often minimal and mystical. The essentials of the legend can be furnished to the players from the following section. LEGEND OF THE TOMB Somewhere under a lost and lonely hill of grim and foreboding aspect lies a labyrinthine crypt. It is filled with terrible traps and not a few strange and ferocious monsters to slay the unwary. It is filled with rich treasures both precious and magical, but in addition to the aforementioned guardians, there is said to be a demilich who still wards his final haunt. Be warned that tales have it that this being, called Acererak, possesses powers that make him nearly undefeatable! All accounts conclude that it is quite unlikely any explorers will ever find the chamber where the demilich lingers, for the passages and rooms of the tomb are fraught with traps, poison gases, and magical protections. Furthermore, the demilich has so well hidden his lair that even those who avoid the pitfalls will not be likely to locate their true goal. Only large and well-prepared parties of the bravest and strongest should even consider the attempt, and if such a group does locate the tomb, they must be prepared to fail. Any expedition must have magical protections and weapons, and must be equipped with every sort of device possible to ensure survival. THE TRUTH BEHIND THE LEGEND Ages ago, a human wizard/cleric of surpassing evil took the steps necessary to preserve his life force beyond the centuries he had already Jived, and this creature became the Jich known as Acererak. Over the scores of years which followed, the Jich dwelled with hordes of ghastly servants in the gloomy stone halls of the very hill where the tomb is. Eventually even the undead life force of Acererak began to wane, so for the next eight decades, the lich's servants labored to create the Tomb of Horrors. Then Acererak destroyed all his slaves and servitors, magically hid the entrance to his halls, and went to reside in his final haunt, while his soul roamed strange planes unknown to even the wisest of sages. If the characters gain access to the innermost part of the tomb where the lich's crypt lies, their actions along the way will have caused his soul to be called back to the Material Plane and alerted Acererak, now a demilich, that interlopers have invaded his resting place. RUNNING THE ADVENTURE As clever players will gather from the information in the "Legend of the Tomb," this dungeon has more tricks and traps than it has monsters to fight. This is a thinking person's adventure, and if your group is a hack-and-slay gathering, they will be unhappy! Only high-level characters stand a chance of surviving, but every player who braves the tomb will have the experience of a lifetime. Negotiation of the tomb will require quite a long time, so be prepared to spend several sessions with this material. When the game ends for the day, assume the expedition is spending the intervening time resting and recovering until play again commences. Since there are no monsters to be randomly encountered within the tomb, the party might be able to encamp close to the entrance without fear of being disturbed, but if you do so opt, do not inform the players of this. As characters enter the various areas, read aloud appropriate sections of text, but never give any additional PLACINC THE ADVENTURE In the original Tomb of Horrors, Gary Gygax suggested six possible, far-flung locations for the adventure in the Greyhawk setting-proof in itself that the tomb is liable to turn up just about anywhere. Those possibilities are as follows: , Inside the highest hill on the Plains ofluz , On an island (unmapped) in the Nyr Dyv , In the Bright Desert , At the western border of the Duchy of Geoff , Somewhere in the Vast Swamp south ofSunndi , On an island beyond the realm of the Sea Barons Other settings offer choices that are just as varied. Dragon/once. The tomb on Krynn might be in the foothills near the Eastwall Mountains, in the Cursed Lands of Newsea, or in the Shadowglades of Krynn, where a renegade wizard who served Takhisis was said to dwell. Eberron. Appropriate sites for the tomb in Eberron include the Ashen Spires of Karrnath, or among the tors in the Vile Marsh between Droaam and the Shadow Marches. among Shargon's Teeth. Eberron's Boneyard could hide the tomb and thus speak to Acererak's enmity for Eberron's dragons. Forgotten Realms. The tomb could be in the Serpent Hills or the Trielta Hills on Faerun. It could be in the High Moor or amid the isles that make up the Korinn Archipelago in the Moonshaes. It might be somewhere in the Anauroch desert, perhaps tying Acererak to ancient Netheril. CHAPTER 7 I TOMB OF HORRORS 211

212 information that player characters would have no way of knowing, and avoid facial expressions or voice tones that might either give helpful hints or mislead players. The real enjoyment of this adventure is in managing to cope, and those players who do so with even moderate success will appreciate your refereeing properly and allowing them to "live or die" on their own. The starting information given here simply assumes that the expedition has arrived at the site of the Tomb of Horrors. After relating the salient features of the "Legend of the Tomb," you may fill in whatever other background is needed to get the characters to the site. ADVENTURE START The characters have arrived at the site of the demilich's last haunt. Before them is a low, flat topped hill, about 200 yards wide, 300 yards long, and 60 feet high. Only ugly weeds, thorns, and briars grow upon the steep sides and bald top of the mound. There are black rocks upon the top of the hill, and if these are viewed from a height of about 200 feet or so above the mound, it will be seen that the whole is shaped like a human skull, with piles of rock appearing as eyeholes, a nose hole, and the jagged teeth of a grinning death's head. A thorough inspection and search of the entire area reveals only that the north side of the hill has a crumbling cliff of sand and gravel about 20 feet high in the middle of the whole. (This cliff face is represented by the northern edge of map 7.1.) A low stone ledge overhangs this eroded area, and shrubs and bushes obscure it from observation at a distance. It takes 10 minutes for characters to search each 10-foot-wide space along the cliff face. This examination must be done from a distance, using a long spear or a 10-foot pole to poke into the sand and gravel, looking for an opening. Any prodding into the cliff face must be sufDEMONIC ATTENTION Characters who become astral or ethereal in the tomb might attract a demon. Roll a d20 whenever this occurs. On a roll of l to 16, no demon appears. Otherwise the following demons could appear: 17, a vrock; 18, a hezrou; 19, a glabrezu; or 20, a nalfeshnee. ABOUT THE 0RICINAL ficiently high off the ground in order to collapse enough material to expose a portion of a tunnel entrance. Once an entrance is exposed, it takes about 1 hour for characters to thoroughly clear the passage that lies beyond, but a crawl space can be opened in 10 minutes. Probing of the gravel and sand face can begin wherever the characters choose- east side, west side, middle, several locations at once or merely a single one at a time. Leave this strictly to the players to decide. The best manner to handle it is to ask where they will search, once they have determined that they will investigate the area and they have stated how it will be done and with what. Remember that probing low to the ground, or probing with short implements (daggers, swords, and the like) will not reveal anything. As soon as any entrance is cleared and entered, go to the appropriate location on map 7.1: either area 1, area 2, or area 3. LOCATIONS IN THE TOMB The following locations are identified on map 7.1. 1. FALSE ENTRANCE TUNNEL If the characters clear the passage on the west side of the cliff face, read: The corridor before you is made of plain stone, roughly worked, and it is dark and full of cobwebs. The ceiling overhead is obscured by hanging strands of webbing. Casual observation will not reveal that the ceiling, 20 feet overhead, is composed of badly fitting stones. The cobwebs must be burned away for someone to be able to inspect the tunnel ceiling. Anyone who does so and succeeds on a DC 10 Intelligence (Investigation) check realizes that the ceiling is unstable and in danger of collapse. Daylight is sufficient to reveal a pair of oaken doors at the end of the passageway. The doors open outward by means of great iron ring pulls. When either door is opened, it is revealed to be a false door, and the trap is triggered. Tomb of Horrors was born in Gary Gygax's home campaign and introduced to the world at the first Origins game convention in 1975. Since its original publication in 1978, Tomb of Horrors has risen In the words of its creator, "This is a thinking person's adventure." to legendary status among D&D players and is generally regarded as one of the greatest adventures of all time. CHAPTER 7 I TOMB OF HORRORS It was designed not for player characters of a certain level- though high-level adventurers are certainly necessary- but for players who enjoy a mental challenge and DMs who want to put their own spin on this truly unique dungeon.

MAP 7-1 : TOMB OF' HORRORS CHAPTER 7 I TOMB OF HORRORS 213

214 Ceiling Trap. If the ceiling is prodded with any force, or if the doors are opened, the ceiling of the tunnel collapses. Creatures under the collapse must make a DC 15 Dexterity saving throw, taking 27 (5d10) bludgeoning damage on a failed save, or half as much damage on a successful one. The trap mechanism is beyond the doors and inside the ceiling, so it can't be disabled from outside. 2. FALSE ENTRANCE TUNNEL If the characters clear the passage on the east side of the cliff face, read: I The corridor before you is made of plain stone, roughly worked and mortared, with a 10-foot-high ceiling. Daylight will enable adventurers to dimly see what appear to be two separate doors at the end of the corridor. The paving stones on the floor 50 feet south of the entrance are unmortared and shift slightly when characters tread upon the surface. A character who inspects the floor in this section and succeeds on a DC 15 Wisdom (Perception) check notices the change in the floor. A character can use thieves' tools to keep the stones from shifting by taking 1 minute and succeeding on a DC 20 Dexterity check. On a failed check, the shims are put in place but they fail when someone moves across the stone, and the trap is triggered. CHAPTER 7 I TOMB OF HORRORS Sliding Block Trap. If the paving stones shift when someone moves across them, a 10-foot-thick block of stone emerges from the midpoint of the eastern wall and begins to slide into the corridor. Have the players roll initiative. On each initiative count, the block slides 6 inches to the west, until at initiative count 1, it completely blocks the corridor. The block's movement can be stopped by using an iron bar or a similarly sturdy normal object, but only if the object is placed on the floor where it can be wedged into the space between the block and the floor. If the block moves far enough to prevent the characters from escaping, they have to devise a means to bypass it. It can't be moved or forced backward. The doors at the end of the passage are false ones. 3. ENTRANCE TO THE TOMB OF HORRORS Even a bit of light entering through a crawl space or provided by a torch will reveal that an unusual tunnel lies ahead. If the characters clear the passage near the center of the cliff face, read: Bright, brilliant colors are to be seen everywhere, the stones and pigments undimmed by the passage of decades. The floor of the corridor is a colorful mosaic of stone, with a distinct, winding path of red tiles about two feet wide snaking its way south down the corridor. No stonework can be seen on the walls or the ceiling twenty

feet above, for some sort of cement or plaste has been smoothed over all of these surfaces and t he us rated. The scenes show fields with kine grazing a c pse 1t several wolves in the background, worke rs of a ious races and strange human-animal mixtures--pig-human, ape-human, and dog-human-going about a rious tas s. Certain of the frescoes show rooms of some building--a library filled with many books and scrolls, the door of a torture chamber, and a wizard's work room. There a re chairs, windows, boxes, bales, doors, chests, birds, bats, spiders, and all manner of things shown on the walls. This corridor contains five covered pits (see the sidebar). On the west wall adjacent to the northernmost pit is where the torture chamber is painted. The wall hiding the passage to the west shows a depiction of an iron door that evidently confines some sort of horrid creature (its taloned and scaled hands grasp the bars of its small window). If the plaster and lath beneath this image is broken away, a normal, inward-opening door will be revealed. If the plaster remains intact, the door can be discovered only by magical means. Message from Acererak. If the path of red tiles on the floor is carefully observed and studied all the way from the entrance to where the path forks toward areas 5 and 6, the individual with such perseverance will be rewarded by suddenly understanding that a message is contained in barely noticeable runes in the mosaic floor. The message reads: Acererak congratulates you on your powers of observation, so make of this whatever you wish, for you will be mine in the end no matter what! Go back to the tormentor or through the arch, and the second great hall you'll discover. Shun green if you can, but night's good color is for those of great valor. If shades of red stand for blood, the wise will not need sacrifice aught but a loop of magical metal- you're well along your march. Two pits along the way will be found to lead to a fortuitous fall, so check the wall. These keys and those are most important of all, and beware of trembling hands and what will maul. If you find the false you find the true, and into the columned hall you'll come,and there the throne that's key and keyed. The iron men of visage grim do more than meets the viewer's eye. You've left and left and found my tomb, and now your souls will die. 4. FRESCO OF THE WIZARDLY W ORK ROOM The most outstanding feature in this location is actually outstanding! Two jackal-headed human figures are painted so as to appear to be hold ing a real bronze chest that protrudes from the wall. COVERED PITS Pit traps throughout the tomb, except where otherwise noted, are constructed as covered pits. Each one islO feet deep and concealed by a counterweighted trapdoor that looks like the floor and opens as soon as any person steps on it. A character who succeeds on a DC 15 Wisdom (Percep· tion) check discerns the edges of a pit's lid. In addition, someone who prods a pit lid can force the lid to open with a successful DC 10 Strength check. The lid can be wedged shut with a piton or a similar object. A character must succeed on a DC 15 Strength check to place the shim prop· erly. On a failed check, the shim fails if someone treads on the lid. Each pit is spiked at the bottom, so someone who falls in takes falling damage plus 11 (2dl0) piercing damage from the spikes. The spikes are also poisoned, so someone injured by them must make a DC 15 Constitution saving throw, taking 22 (4dl0) poison damage on a failed save, or half as much damage on a successful one. Poison Needle Trap. If the chest is examined closely, the viewer will note that it is hinged on the bottom so as to allow the lid to swing down if a catch on the top is pressed. The catch has an easily seen poison needle trap-the needle sticks 3 inches out of the wall- and the needle can be avoided easily by pressing the catch with the pommel of a dagger. Disabling the trap by taking the needle out of the mechanism requires the use of thieves' tools and a successful DC 10 Dexterity check. The needle deals 1 piercing damage and 11 (2d10) poison damage if it hits someone. Someone who takes this poison damage must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour. Deep Covered Pit. If the chest is opened, it appears to be empty, but a character who actually feels inside the chest will find a rod that protrudes vertically from the bottom. This lever moves easily, and if it is pulled with any force it will open a trapdoor in this square that covers a 30-foot-deep covered pit (see the sidebar). Someone who falls in takes damage from a 30-foot fall as well as from the spikes and the poison. The trapdoor over this pit is 3 feet thick and can't be detected by sounding, and it is technically not a trap, so a find traps spell doesn't reveal it. A true seeing spell reveals a tiny rectangular gap where the door meets the floor. Once the trapdoor falls away, the pit remains open thereafter. 5. THE ARCH OF MIST One section of the path shown on the floor leads directly into a stone archway. If any character stands within 2 feet of the entranceway upon the path, read: The stone archway before you is filled with a veil of thick vapors. The stones on either side of the base and the keystone protrude slightly from the stones around them. As you move to within touching distance, the left-hand base stone begins to glow yellow, the right-hand base stone orange, and the keystone seven feet above blue . CHAPTER 7 I TOMB OF HORRORS 215

216 Nothing will cause the vapors to clear, nor will any sort of magic allow sight into the area, until the glowing stones are pressed in the proper sequence: yellow, blue, orange. If this is done, the vapors disappear, and the path appears to go eastward. If the archway is entered when it is clouded, those characters doing so will be instantly teleported to area 7. If it is passed through after pressing the glowing stones in proper sequence, those who step through while following the path will be teleported to area 11, and those who pass through off the path will be sent back to area 3. 6. THE FACE OF THE GREAT GREEN DEVIL The path of red tiles leads south from the fork. If any character comes within 2 feet of the southern wall, read: On the wall before you is a relief sculpture of a devil face formed of mosaic tiles. The face has a huge O of a mouth, inside of which the space is dead black. Aura. The devil face radiates an aura of transmutation magic if detect magic is used on it, and a casting of detect evil and good or a paladin's use of Divine Sense reveals it as a desecrated place. Mouth Trap. The mouth opening is similar to a sphere of annihilation, but it is about 3 feet in diameter- plenty of room for those who wish to leap in and be completely and forever destroyed. A character who examines the mouth and succeeds on a DC 20 Intelligence (Arcana) check identifies the trap for what it is. 7. THE FORSAKEN PRISON This miserable cubicle appears to have absolutely no means of egress. Three iron levers, each about one foot long, protrude from the south wall of the chamber. Even a magical means of detection will not indicate any way out of this place. Levers. The iron ievers can be moved horizontally or vertically, singly or in combination. Only the act of moving all three together upward or downward has any results. Moving them up opens a small trapdoor in the center of the ceiling 10 feet above. Pushing them simultaneously down opens the entire floor to a 100-foot-deep pit with no exit. The floor returns to a closed position in 10 minutes, sealing any victim inside the pit until another creature triggers the floor trap again. Crawl Space. The ceiling route is a crawl space some 3 feet square. At the place it turns east there is a plug in the ceiling, which can be detected only with magic or if a character has sense enough to check for secret doors. A character who succeeds on a DC 20 Wisdom (Perception) check can find the door. Also, anyone who raps or sounds on the ceiling in the door's area hears it is hollow, indicating a space beyond. Eventually the small tunnel leads to a magical one-way door, which opens in the pit side as shown, and players are back to square one. CHAPTER 7 I TOMB OF HORRORS 8. GARGOYLE LAIR When any door leading to the lair is opened, it frees the room·s occupant from temporal stasis. What appeared to be a statue an instant ago comes to life before your eyes. The creature flaps its wings and stares at you. Creature. A mutated, four-armed gargoyle attacks anyone who enters its lair. This creature uses Multiattack to make three attacks: one with its bite and two with its claws. Treasure. Around the creature's neck is a collar studded with ten gleaming gems (blue quartz stones of 100 gp value each). Hidden in a secret compartment of the collar is a slip of parchment with the following written on it in magical code (requiring comprehend languages to understand): "Look low and high for gold, to hear a tale untold. Take the archway at the end, and on your way you'll wend." Beneath the runes, the initial "A" is inscribed. 9. COMPLEX OF SECRET DOORS If someone opens the door on the east wall of area 8, read: l The small room beyond the door is empty and appears to have no other exits. The south wall contains the first in a series of secret doors. Each of these portals requires a successful DC 20 Wisdom (Perception) check to find and must be opened by hand using a particular method, as follows: A. Pull down and inward (hinged on bottom) B. Pivot on central hinge C. Pull inward and up at bottom (hinged on top) D. Slide up E. Pull double panels inward (hinged on sides) F. Slide left G. Door has seven studs in a row--pressall at once and door opens, but press 1 and 7 and the door falls inward. A character pressing the studs or near enough to do so must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage from the falling door. Bolts from Above. Each round that characters are in any of the rooms inside the complex of secret doors, a number of bolts will be fired into the area from hidden devices in the walls and ceilings, and there is a 50 percent chance that one character, randomly determined, in each such area must succeed on a DC 20 Dexterity saving throw or take 5 (ldlO) piercing damage. There is no way to prevent the bolts from being triggered. 10. GREAT HALL OF SPHERES This area is similar to area 3, for the floor is of inlaid tiles and the walls and ceiling are painted with figures of animals, strange signs and glyphs (which mean abso-

lutely nothing), and humans and human-like creatures posing with spheres of different colors. These globes are two-dimensional, of course, and their significance and pattern are described below. From north to south, with the west wall being the left-hand column, and the east the right-hand, the spheres are colored and positioned as follows: West Wall Gold, held high overhead' Orange, held waist high (False door) Purple, at feet (False door) Bronze, held waist high Gray, held at shoulder (None) Bright blue, at feet White, held high overhead Turquoise, held at shoulder Scarlet, held waist high Pale green, at feet East Wall Pale blue, held at shoulder Silver, at feet (Secret one-way door2 ) Green, held high overhead Yellow, held at shoulder Pink held high overhead Black, at feet 3 Pale violet, held at shoulder (None) Red, held waist high• Buff, at feet (None) Indigo, held high overhead An illusion covering a crawlway to area 11 2 This door can be opened by a knock spell or destroyed with disintegrate 3 An illusion covering a crawlway to area 14 4 An illusion covering a crawlway to area 13 The false doors and secret doors can be found with successful DC 20 Wisdom (Perception) checks. If anyone makes physical contact with an illusion in this area, its nature becomes apparent. Also, a character who examines an illusory image without touching it can make a DC 20 Intelligence (Investigation) check. On a successful check, the illusion becomes faint to the character, who can then easily see the crawlway beyond the illusion. Magic Archway. On the south wall is a stone archway similar in appearance to area 5, also filled with cloudy vapors that block vision or detection of what lies beyond. When a character moves to within 3 feet of the arch, read: As you come close, three stones in the archway in front of you begin to glow. The left-hand base stone shines with an olive hue; the one on the right glows citron, and the keystone seven feet overhead gives off russet light. No matter how the stones are manipulated, the archway remains clouded and veiled with a haze which nothing can enable the onlookers to see through. All living matter which goes through the arch will be teleported to area 3, while nonliving matter is teleported simultaneously to area 33- meaning that characters stepping through will appear at the start totally nude, while everything else with them will go to the crypt of the demilich. (Cruel, but most entertaining for the DM.) 11. THE THREE-ARMED STATUE This small room holds what appears to be a statue of a gargoyle, eight feet tall, with four arms. One of the arms is broken off and lies on the floor in front of the statue. No amount of fooling around with the broken arm will enable it to be replaced, and the statue will do nothing at all meanwhile. Ten Gems for One. A close look at the open and outstretched hands of the statue will determine that a large gem (a 100 gp blue quartz fits perfectly) will fit in a carved depression in each of the three remaining hands, while the broken one has no such concavity. If three large gems of any sort are placed within the hands, the stony digits will close and crush them to powder, dump the remains on the floor, and return to their normal positions. If this process is repeated until ten gems (or more) are crushed, a magic mouth spell is triggered and speaks the following words: "Your sacrifice was not in vain. Look to the fourth to find your gain." As these words are uttered, an invisible gem of seeing will come into being in the palm of the broken-off arm. The gem must be found, and the character so doing will need to wipe it free of a magical substance before it can be seen or used. Note that if the arm is carelessly moved, the gem will fall out and roll away. See invisibility or any other sort of searching except by careful feeling will be useless. Describe the gem, once it is wiped CHAPTER 7 I TOMB OF HORRORS 217

218 clean and visible, as an oval diamond, with two flat and polished sides, very clear, and about 1 inch in diameter by a quarter-inch thick. It will operate only twelve times, then shatter. 12. TRAPPED FALSE DOORS In four locations in the tomb, there are false doors which screen a spear trap. When one of these doors is opened, a spear will shoot out, and the door opener or someone standing nearby is subject to be struck. Determine at random, if need be, which character is the target. The trap has a range of 60 feet, has a +11 bonus to hit, and deals 9 (2d8) piercing damage. If the door is closed and reopened, another spear will fire. The mechanism can be jammed by a character who uses thieves' tools and succeeds on a DC 20 Dexterity check. 13. CHAMBER OF THREE CHESTS When the party enters the illusory crawlway hidden by the red sphere, they will come to an apparent dead end, but a successful DC 10 Wisdom (Perception) check reveals the presence of a secret door. The character who opens the door will fall to the floor 10 feet below due to a tilting stone at the mouth of the crawlway, taking falling damage (a mere annoyance, but it erodes the strength of the party). Three large chests are affixed firmly to the floor; the western one is gold (plate covering iron), the center one is silver (plate over iron), and the eastern one is of oak bound with thick bronze bands. Each is about 4 feet long, 2 feet wide, and 3 feet high. Gold. Opening the gold chest releases a swarm of poisonous snakes that slither out and attack next round. They continue biting until all are killed. Silver. Inside the silver chest is a clear crystal box (worth 1,000 gp) that holds a ring of protection. Someone who succeeds on a DC 15 Wisdom (Perception) check while examining the box and the chest notices the box is set into the chest bottom. When this box is lifted from the supposed bottom of the chest, eight darts will fire upward, and the one or two characters leaning over the chest so as to be in the line of fire will take ld4 attacks each if they are exposed to the path of these missiles. The darts have a range of 60 feet, a +11 bonus to hit, and deal 3 (ld6) damage on a hit. The trap mechanism is under the crystal box and can't be disabled without first removing the box. Oak. When the lid of the oak chest is opened, an animated giant skeleton (see appendix B) will be instantly teleported into the room, and it strikes with surprise. 14. CHAPEL OF EVIL After passing through the illusory black sphere the party will have crawled along the small tunnel until reaching the end, only to find it is solid stone. It requires a successful DC 20 Wisdom (Perception) check to find the secret door at the end of the passage- no form of magic will detect it, save for a gem of seeing. If the characters open the door and enter the room, read: CHAPTER 7 I TOMB OF HORRORS You see what is obviously some form of temple area. There are scenes of normal life painted on the walls, but the people have rotting flesh, skeletal hands, worms eating them, and so forth. Yet there are also depicted various religious symbols of good alignment. There is a mosaic path leading between four rows of wooden pews that face the worship area. In front of the pews, a wooden railing divides the room. South of it is an altar in front of a tiered dais, on which sits a wooden chair. If the characters move farther into the room so they can see the features in the south end, continue: The chair is nicely carved and padded but seems unremarkable. On either side of the dais are large, free-standing large brass candelabras each holding five white candles. In each corner on the southern wall is a large white pottery urn stoppered with a brass and wood plug. Sprawled on the floor near the west wall is human skeleton in black chain mail that is badly rusted and damaged. The skeleton's outstretched arm points to a stone archway set in the wall. The opening is filled with opaque, bright orange vapors. Aura. A casting of detect evil and good or a paladin's use of Divine Sense identifies the chapel as a consecrated place. (What a puzzle! Could the demilich actually have been of good alignment?) Pews. Simple examination indicates that all of the benches have hinged seats. If a character examines either of the pews in the front row before opening the lid, a successful DC 15 Wisdom (Perception) check reveals that the hinges on this pew are larger than the ones on the pews in the other rows. Gas Trap. The hinges on the front pews are larger and stronger because they include rods that are connected to valves inside the pew. If the seat on either of the front pews is lifted up, a cloud of poison gas fills the whole room in 2 rounds. A character caught in the gas must succeed on a DC 15 Constitution saving throw or become poisoned for 48 hours. If the hinges are noticed and then disassembled, requiring 1 minute and a successful DC 15 Dexterity check using thieves' tools for each hinge, the trap can't trigger. A failed check results in no progress at the task, but if the check fails by 5 or more, the trap goes off explosively, blowing the lid open. Treasure. The back pair of pews have 4,000 sp each hidden therein, the next pair have 3,000 ep each, and the pair closest to the trapped pews have 2,000 gp each. Altar. The centerpiece of the chapel is a block of strange material that glows with an inner light of opalescent blue. (If the altar is specifically targeted by a detect evil and good spell, it registers very faintly as a desecrated object.) If the altar is touched by living matter, a lightning bolt spell (save DC 15) will streak down the

center aisle. After this bolt comes forth, the altar turns a fiery blue-red, and if it thereafter is touched by any object it will explode as a fireball spell (save DC 1 5 . Archway. Just as in other locations around the tomb, the mists that obscure the archway can't be penetrated with any sort of vision or magic. (If a character moves close to the archway and asks about it, explain that none of the stones of the arch glow.) The skeleton. of course, misleads the party, for any character passing through the portal will enter a 10-foot-by-10-foot room where their sex and alignment are reversed by a powerful magic. Exiting the room and reentering the archway will restore original alignment, but also deals 3 (ld6) psychic damage. Going back a third time will reverse sex again, but the individual will be teleported in the manner of the archway in area 10. Only a wish spell will restore both alignment and sex. If alignment is restored by entering the orange portal, a remove curse or greater restoration spell will then restore original sex. Wall Slot. A character who inspects the eastern wall directly opposite the archway and succeeds on a DC 10 Wisdom (Perception) check finds a small slot with the letter O faintly traced above it. This is the location of a moving stone block described below. The block can't be magically detected, nor will it open by physical or magical means other than the method given in area 15. 15. STONE GATE As shown on the map, the stone that forms part of the eastern wall of the chapel is 2 feet wide, 4 feet high, and 10 feet thick in a wedge shape. It is impregnated with strong antimagic that prevents its detection or removal or its change to another form or substance. The wall slot (see above) is of sufficient size to accept a coin or a disc-shaped gem. It is also just right for the insertion of a magic ring of any sort. Only such an item will trigger the mechanism, which causes the block to sink slowly into the floor so as to allow entry into the passage beyond. The object deposited into the slot is forever lost, as the sinking stone crushes all to pieces. The gate opens easily from the other (east) side, and no special item is required to trigger its opening from that side. Doors and Pits. Beyond the gate stone, the corridor widens to 10 feet and turns southward where steps lead down steeply to a corridor that goes west. Each of the three doors in the corridor opens easily if any pushing force is applied to it, and a creature that does so stumbles into the pit on the other side unless it succeeds on a DC 15 Dexterity saving throw. If a door isn't violently pushed against, it can be opened safely by pulling it inward, and the party will have standard chances of falling in when the characters leading the way step on the pit cover. By the time the westernmost door and pit have been reached, the characters will certainly expect the pit, and will be likely to bypass and ignore it. This carelessness would prevent them from examining the pit from within. On the south wall of the pit is a wooden door painted to look like stone, which is easily discovered by anyone who looks at this wall while inside the pit or who makes a tactile investigation of the wall from outside the pit. Crawl Space. Beyond the painted door is a narrow passage that emerges at the top of a short flight of stairs leading down. 16. LOCKED OAKEN DOOR The thick wooden door ahead of you is heavily bound with iron bands, and there are several locks keeping it shut. Aura. The door is found to radiate an aura of abjuration magic if a detect magic spell is cast upon it. Sounds from Beyond. A character who listens with an ear to the door will hear far-off music and happy singing, obviously coming from the other side of the door. No amount of forcing or spells will open the door. The only way to continue northward is to use a disintegrate spell on the door or physically destroy it (it has 100 hit points). If the characters destroy the door, read: As the door falls away, you can hear sounds of confusion and distress coming from the north. A faint glow, like that of a small flame , shines in the distance. The walls of the passage ahead of you are of smooth white alabaster, and the floor is highly polished, smoke-gray marble. CHAPTER 7 I TOMB OF HORRORS 219

220 The destruction of the door triggered a minor illusion spell that produced the noises of distress, which are designed to lure the characters onward. The tunnel floor is a counterweighted beam. Its overbalancing point is the third square north of the door. When one or more characters move there, the floor beyond the door will begin to tilt downward, with the north end slowly sinking. If this occurs, quickly state how the floor is beginning to slant, and have the characters roll initiative. On initiative count 10, all characters north of the door fall prone and slide 10 feet to the north. A character can attempt to scramble back up the ramp to the south by making a successful DC 10 Strength (Athletics) check, or two successful checks if using the Dash action. Those who succeed still slide 10 feet north on initiative count 10 in each round, but they can also climb upward according to the normal rules for doing so. A character whose check fails by 5 or more slides an extra 5 feet to the north. Those who slide to the fourth square north of the door take 3 (ld6) fire damage, then 11 (2d10) fire damage in the fifth square. Characters who slide farther than that are plunged into a pit of molten lava which will absolutely snuff them out. 17. MAGICAL SECRET DOOR This entrance to the remainder of the tomb is on the wall adjoining the stairway that leads down. It can be found by mundane means, requiring a successful DC 20 Wisdom (Perception) check, but nothing will enable it to be opened until either the area is viewed through a gem of seeing, a true seeing spell is cast, or a detect magic spell is used to determine the door's magic aura (abjuration). After the magic of the door is identified, a dispel magic or remove curse spell is needed to remove the guard that prevents the door from being opened. Once this is accomplished, the secret door can be opened easily from either side. 18. CORRIDOR PROTECTED BY FEAR GAS If the characters travel south from the secret door, they reach a landing at the top of a stairway. I Stairs descend to the west. The corridor that extends past the bottom of the steps is slightly cloudy. The corridor is filled with fear gas. Unless characters announce they are holding their breath before entering its 40-foot length, they will breathe in the gas. A creature exposed to the gas must succeed on a DC 15 Constitution saving throw or become frightened for 1 minute. A creature frightened in this way must take the Dash action on each of its turns to retrace its steps, moving away from this area of the tomb by the safest route possible. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. Once the effect ends, the creature is immune to the gas for 1 hour. Beyond the first 10 feet, the gas becomes thicker, and it irritates the eyes. The area is lightly obscured, so it CHAPTER 7 I TOMB OF HORRORS requires a successful DC 10 Wisdom (Perception) check to notice the south door that leads into area 18A. Once that door is opened, the gas dissipates. 18A. FALSE CRYPT Beyond the door, a stairway leads down. The way is blocked by thick webbing that fills the area from steps to ceiling. The steps down to the chamber at the end are filled with webs (as the spell) which can only be removed by magical fire (a burning hands spell, a flame tongue sword, or the like). Any character trying to break through them will become hopelessly entangled and can't get loose unless the webs are burned away or the character is freed by a wish spell. If the characters clear away the webs and descend to the foot of the stairway, read: Lying on the floor at the bottom of the stairs is an iron mace inlaid with silver. South of this location is a modest-sized room. What you can see of it is filled with rotting and decayed furnishings. The mace will begin to glow with a bright golden light when it is picked up by any character. (Whenever this weapon is swung at the occupant of this chamber, it will hit.) Characters who enter the room will see a solid gold couch along the back wall. A skeletal figure that resembles a lich, wearing a crown on its head, slowly rises from the couch (and throws up its hands in apparent fear if the mace is being carried). A booming voice seeming to emanate from the whole of the chamber will demand: "Who dares to disturb the rest of Acererak? It is your death which you have found!" Creature. The false crypt is the home of a false lich that is actually a magically prepared greater zombie (see appendix B). Between strikes the creature will gesture with its hands as if readying a spell. If it is struck by the golden mace it will make a roaring bellow (produced by a magic mouth spell), and the weapon will obviously stagger it (roll dice and shake your head ruefully) every time the mace is used. The third time it is struck by the glowing mace, the false lich will instantly wither and disappear in a puff of dust, and the mace will shatter. If the characters investigate the room's contents, they can see a jade coffer, the dead monster's fallen crown, and a fine leather bag (its condition is a give-away-it isn't rotten) all within easy reach. The furnishings and decorations are of no value. Collapse. At the moment when the false lich disappears, the room will start to shake and stones will begin to come down from the ceiling. Obviously the place is beginning to collapse, but take your time detailing the increasing rumblings, tremors, grinding noises, falling hunks of ceiling, and so forth to the players.

Now begin counting slowly to 10, and it is odds on that there will be a stampede up the stairs to get away! A programmed illusion spell affecting the entire false crypt will produce the full effects of a cave-in. complete with tactile components. Actual dust will billow up the stairs, while bits of stone begin to fall in the east-west tunnel and then in the north- south tunnel and the stairs reached from the pit. If the party runs out, ask them if they thought it was too hard a dungeon. Treasure. The jade coffer is worth 5,000 gp and contains six potions of healing. The crown is set with gems and worth 25,000 gp. (The gold that makes up the couch is worth 50,000 gp, but it can't be moved or damaged.) The small sack holds 278 pp, twenty-nine gems worth 10 gp each, seven spell scrolls (all of 1st- and 2nd-level wizard spells), and a map showing a location several hundred miles away that supposedly has a rich treasure (it is a fake, naturally). False Ending. If this outcome doesn't make the players suspicious enough to take another run through to check things out, put the adventure away for use when you have a different group (or the same ones) inquiring about one of the references in the "Legend of the Tomb." Note that something so simple as a commune spell will reveal that the demilich has not been destroyed. 19. LABORATORY AND MUMMY PREPARATION ROOM Although there is only one item of eventual use within this totally plain and cluttered place, the volume of items within it is calculated to waste time for the players. Describe the features of the room as the characters investigate. All of the walls are lined with shelves, and upon these are old jars filled with dust and impotent ingredients of all sorts. There is a large desk and stool, two workbenches, and two mummy preparation tables. Clay pots and urns on these tables and the floor obviously once contained unguents, ointments, oils, perfumes, and the like. Linen wrappings are in rolls or strewn about. Dried herbs of unidentifiable nature, bones, skulls and the like litter the workbenches. Vats. In the south part of the room are three vats of about 7 feet in diameter and 4 feet in depth that contain murky liquids. The vats are affixed to the floor and too heavy to move. The western one holds only dirty water. The middle vat contains a slow-acting acid which will deal 3 (ld6) acid damage on the round after a creature's flesh comes into substantial contact with it (by immersing an arm, being splashed on, and so forth)-minor contact (dipping a finger) will cause only a mild itch. At the bottom of this vat is one-half of a golden key. The eastern vat contains a grayish substance that is actually an ochre jelly that sits atop the other half of the golden key. Treasure. The key parts are magical and will not be harmed by anything. If the parts are joined together they form one solid key, hereafter called the First Key. Because the acid will harm even magic weapons, the players will have to figure some way to neutralize or drain off the contents of the second vat to acquire the key, as a reach-in-and-grope-for-it technique has only a 1 percent cumulative chance per round of being successful. 20. HUGE PIT FILLED WITH SPIKES If the characters proceed through the laboratory, they come upon a descending staircase that ends at a corridor heading east. Assuming they can see what lies ahead of them, read: A ten-foot-deep, empty pit completely tills the passageway and extends so far as to make jumping across it impossible for most creatures. Spike Trap. The characters might deduce that the pit can be crossed by climbing down and walking across the bottom, then climbing up the other side. Simple! Wrong-any footstep upon the last 5 feet (east portion) of the pit presses a pressure plate, causing a volley of spikes to discharge upward. If the plate is triggered, each person in the pit or leaning over its edge is likely to be struck by the spikes, which have a +11 bonus to hit and deal 11 (2d10) piercing damage. New spikes will come up out of the floor every time if the plate is pressed more than once. A character who succeeds on a DC 20 Wisdom (Perception) check discovers the pressure plate. It can then be wedged shut by a character who is adjacent to the plate and succeeds on a DC 20 Dexterity check while using thieves' tools. On a failed check, it's apparent that the block didn't work-unless the check fails by 5 or more, in which case the job seems solid but fails when someone walks on the plate. CHAPTER 7 I TOMB OF HORRORS 221

222 21. THE AGITATED CHAMBER The secret door to this place can be found with a successful DC 15 Wisdom (Perception) check. The room appears to be filled with funerary offerings and furniture. There are four rotting sofas, a couple of throne-like chairs, and a jumble of stands, small tables, and vases and urns that are dented, chipped, and broken. Only the rather plain tapestries hanging on the east and west walls appear to have been spared a rough looting. Amid the general havoc are scattered several trunks and a larger number of coffers. Heaving Floor. The weight of the characters upon the balanced floor of this room sets a mechanism into motion. Each round they remain in the place, on initiative count 0, roll a die. An odd-numbered result means that the floor of the room will jump and buck up and down violently. When the floor does so, each creature in the room must succeed on a DC 10 Dexterity saving throw or fall prone and take 1 bludgeoning damage from abrasions and contusions. Tapestries. The wall hangings, which depict weedgrown rocks and green and golden tan scenes of undersea life, are special, antimagic-treated creations made of green slime and brown mold (see "Dungeon Hazards" in chapter 5 of the Dungeon Master's Guide). If either tapestry is torn down, it instantly turns into green slime and covers a 20-foot-long, 10-foot-wide area of floor when it falls. Note that the tapestries can be handled normally without risk, just not yanked so as to tear them (and they are well affixed at the top); if any character is holding one when the room becomes agitated, however, it is 75 percent probable that the jerking motion will tear the thing. If these hangings are subjected to burning, they instantly turn to brown mold that covers the same area. The secret door behind the tapestry on the west wall requires the tapestry to be removed, but thereafter can be found as easily as the entry door. Treasure. The trunks are empty, but the smaller coffers hold various items. Roll a d6 each time one is opened. On a roll of 1-3, the coffer contains ld3 poisonous snakes. On a roll of 4-5, 8d10 pp are found. On a roll of 6, the coffer holds 2d4 gems (worth 10 gp each). 22. THE CAVERN OF GOLD AND SILVER MISTS A thick silver mist, shot through with delicate streamers of gold, partially blocks your view of the area that lies ahead. The mists make the entire area heavily obscured. A detect evil and good spell cast in the area, or a paladin's use of Divine Sense, indicates that this is a consecrated place. Any creature that steps into the mist must make a DC 15 Intelligence saving throw. On a failed save, the creaCHAPTER 7 I TOMB OF HORRORS cure·s Intelligence and Charisma scores become 1. The creature can't cast spells, activate magic items, underrand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them. and even protect them. This effect lasts until the character can breathe the clean air above ground under the warm sun. Creature. At the center of the cavern is a small grotto in which dwells the fey being Siren (see appendix B). As a private joke, Acererak placed her in this cavern under an enchantment. She must be asked to come out of the chamber in order to break the spell, and she can give no clues as to the nature of her durance. If the characters come close enough, they can see that two sacks, a large one and a small one, are lying on the floor next to her. Siren will converse in a friendly fashion, asking how characters are and if they find the going hard in the tomb. Because of the enchantment, she will answer any direct questions with an evasive reply: "I cannot say," "That is unknown to me," "Possibly," and so forth unless she is freed. She knows nothing of the tomb in any event. If the characters ask her to come with them and are kind, she will do so and stay with them through the rest of the adventure. Treasure. Both of Siren's sacks contain treasure, but it isn't possible to acquire more than one of hem-and in fact both of the sacks will disappear if she is asked to accompany the party. If a character touches one of the sacks before she is asked to come along, she and the other sack immediately disappear. The large sack contains 50 pieces each of copper, silver, electrum, gold and platinum. It appears to be a normal sack, but it has a magical aura if it is checked, for it is a bag of holding. To determine the contents of the small sack, roll a dlO: dlO Contents 1-2 Filled with wool 3-4 Five pieces of jewelry 5-6 ld6 potions of greater healing 7 ld6 spell scrolls, each of a wizard spell of 5th level or lower (DM's choice) 8 4dl2 gems (worth 100 gp each) 9 Bracers of defense l O Ring of feather falling It isn't possible to gain both the large and the small sacks by any means. If a character or characters state they will grab them simultaneously, roll dice to see which sack is touched a fraction of a second sooner. The other disappears-along with Siren-forever. 23. FALSE/TRUE DOOR When the party opens the door that promises to offer access to the north, it is probable that they will believe it to be nothing more than a false door, but the seemingly blank wall of solid stone behind the false door hides a secret door, which can be found with a successful DC 15 Wisdom (Perception) check. Secret Trapdoor. On the other side of the secret door is a secret trapdoor in the floor of the corridor, requiring a successful DC 20 Wisdom (Perception) check to find.

The trapdoor opens onto a steep flight of narrow tairs that spiral down to a 5-foot-wide tunnel which emerges at area 24. 23A. KNOCKOUT CORRIDOR If the characters don't find the tunnel or choose not to follow it, they move through a door that leads east and then come upon a set of double doors in the north wall. When the doors to the north are opened, sleep gas billows forth from the other side. Each creature in the eastwest passage must succeed on a DC 15 Constitution saving throw or fall unconscious for 2d4 x 10 minutes. Rolling Stone. Every 10 minutes after the gas is released, roll a d4. On a roll of 4, a stone juggernaut (rather like a steam roller) comes out of the 20-footsquare room to the north and rolls ld6 x 10 feet south, then west. Everything it rolls over is squashed to a pulp. There is no appeal. 24. ADAMANTINE DOOR The tunnel from the south emerges into a corridor that then heads east. The door at the end is a great block of adamantine. It has permanent antimagic effects on it, and there is no magical or physical way of forcing entry. There are three slots in the door at about waist height. If sword blades are shoved simultaneously into all the slots, the 1-foot-thick door will swing open. Five rounds later, the door slams shut. There is no way of opening it from the west side. 25. PILLARED THRONE ROOM You look upon an enormous chamber colored in pastels . A forest of massive, many-hued columns support the ceiling. Aura. Each of the 3-foot-diameter pillars radiates an aura of transmutation magic when such is detected for. Upwardly Mobile. Any character who touches a pillar with or without intent will uncontrollably float upward (as if affected by a levitate spell), then bounce gently around on the ceiling, 30 feet above, just as a helium balloon. To stop this effect, a dispel magic or remove curse spell must be placed upon each such individual. There seems to be a gentle breeze in the room, for any character floating among the many-hued columns will begin drifting toward the northwest or northeast corner of the room. From the entry an observant character with a suitable light source will be able to observe part of the dais on the south wall and the door at area 27. Northwest Devil Face. About 24 feet above the floor in the northwest corner, on the north wall, is a mosaic relief sculpture of a green devil's face which appears to be exactly the same as that first encountered in the entrance hall to the tomb (area 3). Any creature that comes within 3 feet of its gaping mouth will be sucked in and instantly teleported, to be "spat out" nude at area 6, while all non-living matter in the character's possession goes to area 33. Northeast Devil Face. The sculpture in the northeast corner is identical in size and placement to the one in the other corner, but it is tinged with a bluish color over the green. Any character that enters the mouth opening of this devil face is teleported to area 27 A. Charred Remains. Strewn near the southeast corner is a heap of charred bones and skulls, plus the crisped and blackened remains of clothing and gear, arms and armor-a thoroughly awful and frightening sight. A character who comes close enough to examine the remains will find a huge, glowing orange gem at the center of the destruction. Cursed Gem. The gem can be easily claimed. Casting a detect evil and good spell reveals it to be a desecrated object. On a casting of detect magic, the gem gives off a strong aura of conjuration- so strong that the detecting character will get the vague feeling that the wish spell is involved in the gem's magic. The gem is actually a cursed magic item. If any character touches it and attempts to cast a wish spell using it, a reversed or distorted version of the wish's fulfillment will bring harm to that character and all named in the wish. Then, immediately after the evil wish spell has transpired, the gem begins to pulse with reddish lights, growing progressively stronger, brighter and hotter. Roll initiative. On initiative count 1, the stone explodes, absolutely killing any character within a 15-foot radius in a wave of searing radiation and flames. The gem remains as a noisome mass of stinking purplish mold which bubbles and chuckles. In one week the mass will again re-form as a glowing orange gem. CHAPTER 7 I TOMB OF HORRORS 223

Ebony Dais and Silver Throne. When the characters come close enough to see the details on the dais, read: Contrasting with the pastel colors of the floor and pillars of the hall is the stark blackness of the huge dais on the south wall, atop which sits an obsidian throne inlaid with silver and ivory skulls. Upon the throne rest a crown made of gold and a scepter made of electrum, with a gold knob on one end and a silver cap on the other. Aura. The crown and both ends of the scepter prove to be magical if such is detected for. In addition, the crown and the gold knob of the scepter radiate an aura of abjuration magic, and the silver end of the scepter has an aura of necromancy magic. Crown and Scepter. The crown negates the pillars' levitation effect for anyone who dons it and enables the wearer to see within the hall as if in normal daylightbut outside this place the wearer is blind. As soon as a creature puts on the crown, the wearer knows that the crown can be removed only by touching the scepter to it, but doesn't find out the exact procedure. If the golden knob is touched to the crown, the wearer can remove the headgear. If the silver end of the scepter is touched to the crown, the wearer is instantly snuffed out, turning to a fetid powder that can't be brought back to life no matter what (wish spells notwithstanding). Treasure. Each of these items is obviously valuable (25,000 gp for the crown, 12,500 gp for the scepter), but both are cursed. If they are removed from the tomb, the possessor of either item will be visited by a vrock sent to reclaim the item and return it to the throne room- or by two such demons if a single character has both items. Throne Passage. A character who examines the throne and succeeds on a DC 15 Wisdom (Perception) check discovers a small replica of the crown inlaid in silver on the lower front panel of the seat. If the silver end of the scepter is applied to this inlay, the throne sinks down and reveals a 5-foot-wide passageway that leads south. 26. SMALL ROOM WITH A DOOR OF ELECTRIC BLUE The two doors near the northern corners of the throne room look the same. When a character comes within 10 feet of either one, it can be seen that the door actually shimmers with a faint blue light. When the door is touched, this glimmering grows bright. A brass pull beckons to be used, and the door will open easily. Inside the western room there is nothing but dust. The eastern room is another matter. If the eastern door is opened, the characters will see a low stone table upon which rests a wooden sarcophagus. Various broken and looted urns and coffers are scattered about. Inside the sarcophagus are the parts of a mummy (not an undead, exactly, for at this time it is the mummified remains of a human) with wrappings partially undone and tattered. Treasure. A huge amethyst, worth 5,000 gp, is barely visible between the wrappings that cover the mummy's CHAPTER 7 I TOMB OF HORRORS head. A character who examines the mummy and succeeds on a DC 20 Wisdom (Perception) check can discO\·er it in one of the eye sockets. Creature. The gem has an evil magic placed upon it, and if it is removed from the mummy, the remains become a true mummy lord that has no spells and no legendary actions (defeating it awards half XP). Magic upon the mummy lord's wrappings makes them nonflammable, and the creature wears a ring of resistance (fire). 27. THE PORTAL OF SCINTILLATING VIOLET The door in the center of the north wall of the throne room appears to lead to another small room. Like the two near the corners, this one gives off a faint glow when viewed from 10 feet away, though this light is of a lilac color. When this door is touched, the light changes to a bright and coruscating purple with tinges of sickly green. If a character opens the door, read: You see a bare chamber, with a small door on the north wall, and pairs of swords crossed behind shields hung upon the walls. There are three such sets on each of the walls to either hand, and two sets on the north wall, one flanking each side of the door. Creatures. If the threshold of the chamber is crossed by any creature, one set of swords will fly off the wall and attack the individual so doing. The two flying swords will both attack, and the shield (statistics as the swords, but no attacks) will interpose itself to take hits meant for the swords. This trio will attack until they are destroyed or the one who violated their area is dead. Surviving weapons and shields return to their former positions after the offender is hacked to pieces. Worse still, if the threshold is crossed a second time, another pair of blades and a shield will attack, and each set gains a cumulative + 1 bonus to attack and damage rolls, as well as 1 hit point more than the previous set. Only the following spells will affect these items: telekinesis sends all three items of a set back to their original position; heat metal will cause one item to fall to pieces; disintegrate will destroy all items of a set; magic weapon will cause a sword to become a plain iron weapon. 27A. CHAMBER OF HOPELESSNESS Any creature unfortunate enough to be teleported here from area 25 is doomed, for its fate is clearly stated in glowing letters magically written on the north wall of the place. If someone arrives here, read: "You who dared to violate my tomb now pay the price. Stay here and die slowly of starvation, or open and enter the door to the south, where certain but quick death awaits. "Whichever you choose, know that I, Acererak the Eternal, watch and scoff at your puny efforts and enjoy your death throes."

Fountain. A small stream of water spills from a wall outlet into a basin and drains away through side holes. so there is always plenty to drink. (It is impossible to flood the place, for there are hundreds of small drain holes in the walls and floor.) Treasure. There are numerous skeletons here. rotting equipment, and 30d10 each of sp, ep, gp, and pp hurled about. Searching through the remains will yield 2d10 gems (worth 10 gp each), a potion of diminution, and a +l flail. Swords and Shields. If the door to the south is opened from this side, all the swords and shields in area 27 swoop from the walls to attack, but they cease as soon as the door opener retreats into the chamber to the north. 28. THE WONDROUS FOYER The narrow passage behind the throne leads to a 10-foot-wide landing and a series of steps which become wider to the south as they ascend. When a character reaches the landing and is able to see the steps, read: The walls of the area ahead are untarnished and gleaming copper panels set between rare woods inlaid with ivory. The ceiling is silver, formed so as to reflect and amplify light brought into the place. The chamber widens to the south, where a set of gently sloping steps leads upward. The six steps, from nearest to farthest, are made of onyx, pink marble, la pis, black marble, yellow serpentine, and malachite. Upon the black marble step is a large, cylindrical key of bronze, hereafter called the Second Key, for all to behold. It has an antipathy/sympathy spell cast upon it (save DC 17) that repels humanoids (the antipathy effect). At the head of the steps are a pair of huge doors. 29. THE VALVES OF MITHRAL The doors at the top of the stairs are 14 feet wide and 28 feet tall. They are made of solid mithral, 3 feet thick, and impregnated with great magics in order to make them absolutely spell- and magic-proof. Keyhole. Where these valves meet, at about waist height, is a cup-like depression, a hemispherical concavity with a central hole. The hole appears to fit the Second Key, but if it is inserted, the character so doing will take 5 (ldlO) lightning damage. Anyone so foolish as to insert the First Key (from area 19) will take double that amount of damage. True Key. The real key to these great gates is the scepter from area 25. If the gold knob is inserted into the depression, the mithral doors will swing silently open. If the silver end of the scepter is touched to the hemispherical cup the holder of the instrument will be teleported instantly to be spat out of the devil's mouth at area 6, nude, while all non-living materials with the individual go to area 33, and the crown and the scepter reappear on the throne. Blood Trap. If the door is attacked by force it will not budge, but if it is scratched or nicked it will turn red in that spot, and if it is cut by a sharp weapon it will begin to gush forth blood- the blood of all those who have died within the tomb! The red flow will cascade down the steps and fill the area to the top of the southernmost step in 6 rounds, and each round thereafter it will rise higher and encompass one more step. If unchecked, the flow of blood will fill the foyer to the ceiling in 20 rounds. Fire of any sort, magical or otherwise, turns the blood to a poison gas, which is fatal, and all characters in the foyer area are dead, with no saving throw, while any in the 5-foot-wide passage to the throne room are slain unless they succeed on a DC 17 Constitution saving throw. Casting one or more cure wounds spells on the door in any combination that expends four spell slots (such as four 1st-level castings, two 2nd-level, or one 4th-level) will stanch the flow of blood, as will a heal spell. If other magic is used against the blood, only the following spells will have any effect: Cone of cold freezes the blood and halts the flow for 3 rounds. Create or destroy water turns the blood to water. Disintegrate destroys all the blood. Levitate coagulates the blood and causes it to rise up as a Huge red ochre jelly. Polymorph changes the blood into seven wights, which attack immediately. Purify food and drink turns all the blood to poison gas. A character caught in the gas must succeed on a DC 15 Constitution saving throw or become poisoned for 48 hours. Raise dead or resurrection destroys all the blood and causes a shade to appear on the top stair. The shade blesses the characters so that they benefit as if they had just finished a long rest. 30. FALSE TREASURE ROOM This imposing chamber has a silvered ceiling, just as the foyer has, so it is brightly illuminated by reflected light. The walls are of ivory with gold inlaid. The floor is polished agate. In each corner stands a statue of black iron, easily nine feet tall. That to the northeast stands with a saw-toothed two-handed sword raised to strike; that to the northwest a huge, spike-ended mace; to the southeast the sculpture holds a wickedly spiked morning star, and the one in the southwest has a voulge. Near the center of the room is a large bronze urn filigreed in gold. A thin stream of smoke issues from a tiny vent in its brass stopper. On the southern wall stands a granite sarcophagus that appears to be damaged. Flanking the sarcophagus are two large iron chests. The room is lined with lead and has antimagic properties, so no spells will work within the room, and no magical properties of items of any sort will properly function except those that detect an aura of magic or a place of desecration. CHAPTER 7 I TOMB OF HORRORS 225

226 Statues. Each statue has a magical aura, but they are merely hunks of metal; they do nothing. Each registers to the casting of detect evil and good as a desecrated object, and the visage of each of these iron statues is most fearsome and terrifying. Moving a statue can be done, but it requires a combined Strength of 48. Moving the statue in the northwest corner reveals a ring pull in the western wall which will raise a small plug of stone and enable the party to enter a small chute which takes them into the corridor that goes west. Bronze Urn. A character who examines the urn can use an action to pry loose the stopper. If the stopper is removed, an efreeti will come forth. If the urn has been battered, knocked about, shaken, overturned, or otherwise roughly handled, the creature will be in a fury and will attack. If not, it will grant three wishes for the party and then depart. Sarcophagus. Examining the lid of the sarcophagus reveals that glyphs spelling "ACERERAK" are inset on it in platinum. (The metal, worth 100 pp in total, can be pried out.) The end of the thing nearest the wall is stove in and shattered. Inside can be seen bits of a wooden inner shell, a few bones, destroyed jewelry (the stones pried out), torn bits of robes and windings, dust, and a broken staff of the magi (evident from the runes upon it). A shattered skull will roll out if the contents are moved around. (Why, the demilich has long been destroyed, but his magical traps somehow survived!) Iron Chests. Each of these massive boxes is embedded into the stone. Neither can possibly be moved, and both show marks of prying, battering, and similar treatment. Each chest is triple-locked, and each lock contains a poison needle trap (see "Sample Traps" in chapter 5 of the Dungeon Master's Guide). If the trap is triggered by a failed check, it deals 1 piercing damage and delivers a dose of purple worm poison (see "Sample Poisons" in chapter 8 of the Dungeon Master's Guide). Treasure. Both chests have treasure, the true nature of which doesn't become apparent until the spoils are moved at least 13 miles away from the tomb. The eastern chest holds 10,000 gems, which will initially appear to be of not less than 50 gp value each. Each is actually a 1 gp piece of quartz. The other chest contains 10,000 copper pieces magicked to appear as platinum when they are first discovered. 31. ONE-WAY DOORS Characters who traverse the east-west corridor have no chance of discovering the north-south route that adjoins it. The two doors to the north are magical, such that they don't exist except for characters who approach and open them from the north. Phasing Pit. The covered pit depicted on the map doesn't exist until someone opens either of the one-way doors or opens the door in the corridor while traveling east to west. When one of those events occurs, the covered pit comes into phase where shown. This pit is otherwise exactly the same as others in the place. CHAPTER 7 I TOMB OF HORRORS 32. SECRET DOOR The portal to the south can't be detected by any magical means. but a successful DC 15 Wisdom (Perception) check enables a character to notice that the wall at this location has a small opening that is metal-lined- obviously a keyhole! Following this discovery, any attempt to force the door open by physical or magical means will be useless. But if the First Key (from area 19) is inserted in the hole and then removed, the door will sink into the floor, revealing itself to be a stone-sheathed adamantine slab of tremendous thickness. There can be no real doubt that the end of the adventure- one way or another- is near. 33. THE CRYPT OF ACERERAK THE DEMILICH l Beyond the door is a smallish, rectangular chamber with a ceiling that extends twenty-five feet overhead . There is l a smaii depression a few inches deep and about two feet square in the center of the floor. A successful DC 15 Wisdom (Perception) check enables a character to discover a small hole in the middle of this depression-another keyhole! If the First Key is inserted herein, the key explodes, and the individual doing so takes 17 (5d6) bludgeoning damage. I The Second Key (from area 28) will fit within the hole, and nothing untoward will occur. In fact, nothing whatsoever will happen until it is turned three times to the right in succession. If this is done, read: I As you finish turning the key, the floor begins to tremble, and then abruptly it starts to rise toward the ceiling. Roll initiative. On initiative count 10, anyone still on the southern 15 feet of the crypt floor is crushed against the roof and slain. If any characters survive, read: The rising of the floor in the southern part of the room reveals a mithral vault. There is a door in the center of the device, with a ring set into it. A hard pull will open the door. A low, dust-covered bench is near the back wall of the vault. On and around it are an abundance of items. Rest· ing on one end of it is a human skull. Creature. The skull belongs to Acererak, the demilich who lies in wait for the characters. When they joined the halves of the First Key, that act called his soul back to the Material Plane, and their use of the Second Key to enter the vault alerted him that he must be prepared to do battle in order to survive yet more centuries.

All that now remains of Acererak the lich are the dust of his bones. This bit is enough! If any of the treasure in the crypt is touched, the dust swirls into the air and forms a man-like shape. If this shape is ignored, it will dissipate in 3 rounds, for it can only advance and threaten, not harm. Any physical attack will give it 1 point of energy, however, and a damaging spell cast on it gives it a number of points of energy equal to the level of the spell slot expended (1 point for a cantrip). Each point of energy is equivalent to a hit point, and if 50 hit points are thus gained, the dust will form into a ghost controlled by Acererak, and this thing will attack immediately. (The dust will seem to waver and fall back if it is struck by blow or spell, as if suffering actual damage, so formation of the ghost isn't too improbable.) If any character is so foolish as to touch the skull of the demilich, a terrible thing occurs. Acererak rises into the air upon the touch, and it slowly scans the party prior to attacking. The demilich has the Trap the Soul action and access to its lair actions, but not lair traits. It can tell which members of the party are the most powerful, and it uses Trap the Soul on them first. There are two jewels set into the skull's eye sockets (50,000 gp rubies) and six pointed (marquis cut) diamonds set as teeth in the jaw (each diamond is worth 5,000 gp). If all these gems are filled with souls and the skull is still intact and still being opposed, it will pronounce a curse upon the remaining characters which will teleport them randomly in a 300-mile radius, each subjected to a bestow curse spell (save DC 17) that lasts until dispelled. If the curse is removed, the character must make a DC 17 Wisdom saving throw. On a failed save, the character must permanently decrease one ability score by 2, or two ability scores by 1 each. This secondary effect is instantaneous and can't be dispelled. Treasure. Characters who survive the demilich's wrath can claim any loot they can carry. Inside the vault are these items: • All items possessed by characters who were teleported nude • Ninety-seven small gems worth 10 gp each • Three huge gems-a 10,000 gp peridot, a 50,000 gp emerald, and a 100,000 gp black opal • Four magic weapons- a defender, a sword of vengeance, a berserker axe, and a spear of backbiting (see appendix A) In addition, the hoard contains several magic items of your choosing (except that none can be of legendary rarity), including: , Twelve potions Six spell scrolls, each of a wizard spell of 5th level or lower • One magic ring, one magic rod, one magic staff, and three wondrous items This ends the expedition to the Tomb of Horrors. We hope you and your players have found it exciting, challenging, and rewarding. CHAPTER 7 I TOMB OF HORRORS 227

228 APPENDIX A: MAGIC ITEMS The magic items that are introduced in this book are detailed here in alphabetical order. The adventure in which an item appears is given at the end of its description. AMULET OF PROTECTION FROM TURNING Wondrous item, rare (requires attunement) While you wear this amulet of silver and turquoise, you have advantage on saving throws against effects that turn undead. If you fail a saving throw against such an effect, you can choose to succeed instead. You can do so three times, and expended uses recharge daily at dawn. Each time an effect that turns undead is used against you, the amulet glows with silvery blue light for a few seconds. (The Hidden Shrine ofTamoachan) BALANCE OF HARMONY Wondrous item, uncommon This scale bears celestial symbols on one pan and fiendish symbols on the other. You can use the scale to cast detect evil and good as a ritual. Doing so requires you to place the scale on a solid surface, then sprinkle the pans with holy water or place a transparent gem worth 100 gp in each pan. The scale remains motionless if it detects nothing, tips to one side or the other for good (consecrated) or evil (desecrated), and fluctuates slightly if it detects a creature appropriate to the spell but neither good nor evil. By touching the scales after casting the ritual, you instantly learn any information the spell can normally convey, and then the effect ends. (The Hidden Shrine ofTamoachan) BRACELET OF ROCK MAGIC Wondrous item, very rare (requires attunement) While you wear this gold bracelet, it grants you immunity to being petrified, and it allows you to cast flesh to stone (save DC 15) as an action. Once the spell has been cast three times, the bracelet can no longer cast it. Thereafter, you can cast stone shape as an action. After you have done this thirteen times, the bracelet loses its magic and turns from gold to lead. Curse. The bracelet's affinity with earth manifests as an unusual curse. Creatures of flesh that are strongly related to earth and stone, such as stone giants and dwarves, have advantage on the saving throw against flesh to stone cast from the bracelet. If such a creature's save is successful, the bracelet breaks your attunement to it and casts the spell on you. You make your saving throw with disadvantage, and on a failed save you are petrified instantly. (The Hidden Shrine ofTamoachan) EAGLE WHISTLE Wondrous item, rare While you blow an eagle whistle continuously, you can fly twice as fast as your walking speed. You can blow the whistle continuously for a number of rounds equal to 5 + five times your Constitution modifier (minimum of 1 round) or until you talk, hold your breath, or start suffocating. A use of the whistle also ends if you land. If APPENDIX A J MAGIC ITEMS you are aloft when you stop blowing the whistle, you fall. The whistle has three uses. It regains expended uses daily at dawn. (The Hidden Shrine ofTamoachan) HELL HOUND CLOAK Wondrous item, rare (requires attunement) This dark cloak is made of cured hell hound hide. As an action, you can command the cloak to transform you into a hell hound for up to 1 hour. The transformation otherwise functions as the polymorph spell, but you can use a bonus action to revert to your normal form. Curse. This cloak is cursed with the essence of a hell hound, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the cloak, keeping it within reach at all times. The sixth time you use the cloak, and each time thereafter, you must make a DC 15 Charisma saving throw. On a failed save, the transformation lasts until dispelled or until you drop to O hit points, and you can't willingly return to normal form. If you ever remain in hell hound form for 6 hours, the transformation becomes permanent and you lose your sense of self. All your statistics are then replaced by those of a hell hound. Thereafter, only remove curse or similar magic allows you to regain your identity and return to normal. If you remain in this permanent form for 6 days, only a wish spell can reverse the transformation. (Against the Giants) LOAD STONE Wondrous item, rare This stone is a large gem worth 150 gp. Curse. The stone is cursed, but its magical nature is hidden; detect magic doesn't detect it. An identify spell reveals the stone's true nature. If you use the Dash or Disengage action while the stone is on your person, its curse activates. Until the curse is broken with remove curse or similar magic, your speed is reduced by 5 feet, and your maximum load and maximum lift capacities are halved. You also become unwilling to part with the stone. (Dead in Thay) MIRROR OF THE PAST Wondrous item, rare The holder of this platinum hand mirror can learn something about the history of a specific object or creature by taking an action to gaze into the mirror and think of the target. Instead of the holder's reflection, the mirror presents scenes from the target's past. Information conveyed is accurate, but it is random and cryptic, and presented in no particular order. Once it is activated, the mirror gives its information for 1 minute or less, then returns to normal. It can't be used again until the next dawn. (The Hidden Shrine of Tamoachan) NIGHT CALLER Wondrous item, uncommon This whistle is carved from transparent crystal, and it resembles a tiny dragon curled up like a snail. The name

Night Caller is etched on the whistle in Dwarvish runes. If a character succeeds on a DC 20 Intelligence (Arcana or History) check, the character recalls lore that says the duergar made several such whistles for various groups in an age past. If you blow the whistle in darkness or under the night sky, it allows you to cast the animate dead spell. The target can be affected through up to 10 feet of soft earth or similar material, and if it is, it takes 1 minute to claw its way to the surface to serve you. Once the whistle has animated an undead creature, it can't do so again until 7 days have passed. Once every 24 hours, you can blow the whistle to reassert control over one or two creatures you animated with it. (The Sunless Citadel) POTION OF MIND CONTROL Potion, rarity varies When you drink a potion of mind control, you can cast a dominate spell (save DC 15) on a specific creature if you do so before the end of your next turn. If you don't, the potion is wasted. A potion of mind control produces the effect of a dominate beast, a dominate person (humanoid), or a dominate monster spell (see the table below). If the target's initial saving throw fails, the effect lasts for 1 hour, with no concentration required on your part. The charmed creature has disadvantage on new saving throws to break the effect during this time. (Against the Giants) Potion of ... Mind control (beast) Mind control (humanoid) Mind control (monster) ROBE OF SUMMER Rarity Rare Rare Very rare Wondrous item, rare (requires attunement) This elegant garment is made from fine cloth in hues of red, orange, and gold. While you wear the robe, you have resistance to cold damage. In addition, you are comfortable as if the temperature were that of a balmy day, so you suffer no ill effects from the weather's temperature extremes. (Dead in Thay) SHATTERSPIKE Weapon (longsword), uncommon (requires attunement) You have a +l bonus to attack and damage rolls you make with this magic weapon. If it hits an object, the hit is automatically a critical hit, and it can deal bludgeoning or slashing damage to the object (your choice). Further, damage from nonmagical sources can't harm the weapon. (The Sunless Citadel) SPEAR OF BACKBIT! G Weapon (spear or javelin), very rare (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you throw it, its normal and long ranges both increase by 30 feet. and it deals one extra die of damage on a hie. Afte r you throw it and it hits or misses, it flies back co your hand immediately. Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the weapon, keeping it within reach at all times. In addition, you have disadvantage on attack rolls made with weapons other than this one. Whenever you roll a 1 on an attack roll using this weapon, the weapon bends or flies to hit you in the back. Make a new attack roll with advantage against your own AC. If the result is a hit, you take damage as if you had attacked yourself with the spear. (Tomb of Horrors) STONE OF ILL LUCK Wondrous item, uncommon (requires attunement) This polished agate appears to be a stone of good luck to anyone who tries to identify it, and it confers that item's property while on your person. Curse. This item is cursed. While it is on your person, you take a - 2 penalty to ability checks and saving throws. Until the curse is discovered, the DM secretly applies this penalty, assuming you are adding the item's bonus. You are unwilling to part with the stone until the curse is broken with remove curse or similar magic. (The Hidden Shrine ofTamoachan) WAND OF ENTANGLE Wand, uncommon (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the entangle spell (save DC 13) from it. The wand regains ld6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. (The Sunless Citadel) WAYTHE Weapon (greatsword), legendary (requires attunement) Waythe is a unique greatsword most recently in the possession of a high-ranking cloud giant ambassador. You gain a +l bonus to attack and damage rolls made with this magic weapon. When you hit a creature of the giant type with it, the giant takes an extra 2d6 slashing damage, and it must succeed on a DC 15 Strength saving throw or fall prone. The sword also functions as a wand of enemy detection. It regains all of its expended charges at dawn and isn't at risk of crumbling if its last charge is used. Sentience. Waythe is a sentient weapon of neutral good alignment, with an Intelligence of 12, a Wisdom of 2, and a Charisma of 14. It has hearing and darkvision out to a range of 120 feet. The weapon can speak and understand Giant and Common, and it can communicate telepathically with its wielder. Personality. This sword believes in freedom and allowing others to live as they see fit. It is protective of its friends, and wants to be friends with a like-minded wielder. (It takes only 1 minute for a good-aligned character to gain attunement with the sword.) Waythe is courageous to the point of foolhardiness, however, and vocally urges bold action. It is likely to come into conflict with an evil or a timid wielder. (Against the Giants) APPENDIX A I MAGIC ITEMS 229

APPENDIX B: CREATURES This appendix details creatures and nonplayer characters that are mentioned in this book and that don't appear in the Monster Manual. That book's introduction explains how to interpret a stat block. Some of these creatures are available in Volo's Guide to Monsters but are reproduced here for your convenience. The creatures are presented in alphabetical order. ANIMATED TABLE Some of the defenders of the fortress in The Forge of Fury are animated objects that were crafted long ago by the dwarf mage Arundil. They include the animated table. Constructed Nature. An animated table doesn't require air, food, drink, or sleep. BARGHEST Vicious and intelligent canines from the Lower Planes, barghests can be encountered inside the Doomvault. Unlike other creatures of their ilk, the barghests in Dead in Thay can be bargained with because they resent their imprisonment, and thus they might become allies (after a fashion) of the player characters. ANIMATED TABLE Large construct, unaligned Armor Class 15 (natural armor) Hit Points 39 (6dl0 + 6) Speed 40 ft. STR 18 (+4) DEX 8 (-1) CON 13 (+l) INT 1 (-5) Damage Immunities poison, psychic WIS 3 (-4) CHA 1 (-5) Condition Immunities blinded, charmed, deafened, exhaustion, frightened , paralyzed, petrified, poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 6 languagesChallenge 2 (450 XP) Antimagic Susceptibility. The table is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the table must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. False Appearance. While the table remains motionless, it is indistinguishable from a normal table. Charge. If the table moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. ACTIONS Ram. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. APPENDIX B I CREATURES BARGHEST Large fiend (shapechanger), neutral evil Armor Class 17 (natural armor) Hit Points 90 (12dl0 + 24) Speed 60 ft. (30 ft. in goblin form) STR 19 (+4) DEX 15 (+2) CON 14 (+2) INT 13 (+l) WIS 12 (+l) CHA 14 (+2) Skills Deception +4, Intimidation +4, Perception +5, Stealth +4 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities acid, poison Condition Immunities poisoned Senses blindsight 60 ft., darkvision 60 ft., passive Perception 15 languages Abyssal, Common , Goblin, Infernal, telepathy 60 ft. Challenge 4 (1 ,100 XP) Shapechanger. The barghest can use its action to polymorph into a Small goblin or back into its true form. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. The barghest reverts to its true form if it dies. Fire Banishment. When the barghest starts its turn engulfed in flames that are at least 10 feet high or wide, it must succeed on a DC 15 Charisma saving throw or be instantly banished to Gehenna. Instantaneous bursts of flame (such as a red dragon's breath or a fireball spell) don't have this effect on the barghest. Keen Smell. The barghest has advantage on Wisdom (Perception) checks that rely on smell. Innate Spellcasting. The barghest's innate spellcasting ability is Charisma (spell save DC 12). The barghest can innately cast the following spells, requiring no material components: At will: levitate, minor illusion, pass without trace 1/day each: charm person, dimension door, suggestion ACTIONS Bite. Melee Weapon Attack (true form only): +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. Claws. Melee Weapon Attack. +6 to hit, reach 5 ft., one target. Hit: 8 (ld8 + 4) slashing damage.

CENTAUR MUMMY In The Hidden Shrine ofTamoachan, characters must contend with a mummified centaur that wants to prevent them from moving any farther into the dungeon. Combining the most lethal features of two creature types, the centaur mummy can attack nearby targets with its melee weapons while trying to use its Dreadful Glare against enemies that hold back. Undead Nature. A mummy doesn't require air, food, drink, or sleep. CENTAUR MUMMY Large undead, lawful evil Armor Class 13 (natural armor) Hit Points 85 (lOdlO + 30) Speed 30 ft. STR 20 (+5) DEX 12 (+l) CON 16 (+3) Saving Throws Wis +5 Damage Vulnerabilities fire INT 5 (- 3) WIS 14 (+2) CHA 12 (+l) Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities charmed, exhaustion, frightened , paralyzed, poisoned Senses darkvision 60 ft. ; passive Perception 12 Languages Common, Sylvan Challenge 6 (2,300 XP) Charge. If the centaur mummy moves at least 20 feet straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 10 (3d6) piercing damage. ACTIONS Multiattack. The centaur mummy makes two melee attacks, one with its pike and one with its hooves, or it attacks with its pike and uses Dreadful Glare. Pike. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (ldlO + 5) piercing damage. Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft. , one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 10 (3d6) necrotic damage . If the target is a creature, it must succeed on a DC 14 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hou rs that elapse. If the curse reduces the target's hit poi nt maximu m to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or simil ar magic. Dreadful Glare. The centau r mummy targets one creature it can see within 60 feet of it. lfthe ta rget ca n see th e mummy, the target must succeed on a DC 12 w ·sdom savin g throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same du ration. A target that succeeds on the saving throw is immune to the Dreadfu Glare of all mummies (but not mummy lords) fo r tne next 24 hou rs. CHAMPION One of the most remote locations inside White Plume Mountain is the hideout of a band of criminals led by the fallen champion Sir Bluto, an alleged mass murderer and a fugitive. Sir Bluto and his companions will do everything in their power to ensure that anyone who happens upon their sanctum doesn't live to tell of it. CHAMPION Medium humanoid (any race), any alignment Armor Class 18 (plate) Hit Points 143 (22d8 + 44) Speed 30 ft. STR 20 (+5) DEX 15 (+2) CON 14 (+2) Saving Throws Str +9, Con +6 INT 10 (+0) WIS 14 (+2) Skills Athletics +9, Intimidation +5, Perception +6 Senses passive Perception 16 Languages any one language (usually Common) Challenge 9 (5 ,000 XP) Indomitable (2/Day). The champion rerolls a failed saving throw. CHA 12 (+l) Second Wind (Recharges after a Short or Long Rest). As a bonus action , the champion can regain 20 hit points. ACTIONS Multiattack. The champion makes three attacks with its greatsword or its shortbow. Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage, plus 7 (2d6) slashing damage if the champion has more than half of its total hit points remaining. Light Crossbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 6 (ld8 + 2) piercing damage, plus 7 (2d6) piercing damage if the champion has more than half of its total hit points remaining. APPENDIX B I CREATURES 231

232 CHOKER Small aberration, chaotic evil Armor Class 16 (natural armor) Hit Points 13 (3d6 + 3) Speed 30 ft. STR 16 (+3) DEX 14 (+2) Skills Stealth +6 CON 13 (+l) INT 4 (-3) WIS 12 (+l) Senses darkvision 60 ft. , passive Perception 11 Languages Deep Speech Challenge 1 (100 XP) CHA 7 (-2) Aberrant Quickness (Recharge after a Short or Long Rest). The choker can take an extra action on its turn. Spider Climb. The choker can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. ACTIONS Multiattack. The choker makes two tentacle attacks. Tentacle. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 5 (ld4 + 3) bludgeoning damage plus 3 (ld6) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the choker can't use this tentacle on another target (the choker has two tentacles). If this attack is a critical hit, the target also can't breathe or speak until the grapple ends. APPENDIX B I CREATURES CHOKER The choker (from Dead in Thay) is a malevolent, otherworldly creature that relies on stealth and strangulation to put down its enemies. Two long arms extend from its scrawny body, functioning like tentacles that enable the choker to strike from a distance. The creature's primary tactic is to grab a target around the throat and hold on until its prey is dead. CONJ_U_R_E_R ____ _ Conjurers are specialist wizards who summon creatures from other planes and create materials out of thin air. Some conjurers use their magic to bolster armies or destroy enemies on battlefields, while others use summoned creatures to guard their lairs. CONJURER Medium humanoid (any race), any alignment Armor Class 12 (15 with mage armor) Hit Points 40 (9d8) Speed 30 ft. STR 9 (-1) DEX 14 (+2) CON 11 (+O) Saving Throws Int +6, Wis +4 Skills Arcana +6, History +6 Senses passive Perception 11 Languages any four languages Challenge 6 (2,300 XP) INT 17 (+3) WIS 12 (+l) CHA 11 (+O) Spellcasting. The conjurer is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The conjurer has the following wizard spells prepared: Cantrips (at will): acid splash,* mage hand,* poison spray,* prestidigitation 1st level (4 slots): mage armor, magic missile, unseen servant* 2nd level (3 slots): cloud of daggers,* misty step,* web* 3rd level (3 slots):fireba/1, stinking cloud* 4th level (3 slots): Evard's black tentacles,* stoneskin 5th level (2 slots): cloudkill,* conjure elemental* ,·,conjuration spell of 1st level or higher Benign Transportation (Recharges after the Conjurer Casts a Conjuration Spell of 1st Level or Higher). As a bonus action, the conjurer teleports up to 30 feet to an unoccupied space that it can see. If it instead chooses a space within range that is occupied by a willing Small or Medium creature, they both teleport, swapping places. ACTIONS Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (ld4 + 2) piercing damage.

DEATHLOCK WIGHT In Dead in Thay, two kinds of wights serve the Red Wizards as guards and workers. The deathlock wight resembles a normal wight, except that its undead form courses with dark magic. Undead Nature. A wight doesn't require air, food, drink, or sleep. DEATHLOCK WIGHT Medium undead, neutral evil Armor Class 12 (15 with mage armor) Hit Points 37 (5d8 + 15) Speed 30 ft. STR 11 (+O) DEX 14 (+2) Saving Throws Wis +4 CON 16 (+3) Skills Arcana +3, Perception +4 INT 12 (+l) WIS 14 (+2) CHA 16 (+3) Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities exhaustion, poisoned Senses darkvision 60 ft., passive Perception 14 Languages the languages it knew in life Challenge 3 (700 XP) Innate Spellcasting. The wight's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no verbal or material components: At will: detect magic, disguise self, mage armor 1/day each:fear, hold person, misty step Sunlight Sensitivity. While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ACTIONS Multiattack. The wight attacks twice with Grave Bolt. Grave Bolt. Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 7 (l d8 + 3) necrotic damage. Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken . This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time. DREAD WARRIOR The Red Wizards (Dead in Thay) make use of several kinds of undead minions, including the special servants known as dread warriors. After being created by a secret ritual, a dread warrior is further enchanted so that a Red Wizard can employ the creature in the fashion of a spellcaster's familiar. By creating a psychic link with a dread warrior, a Red Wizard can experience the world through the creature's senses and direct the warrior. Undead Nature. A dread warrior doesn't require air, food, drink, or sleep. DREAD WARRIOR Medium undead, neutral evil Armor Class 18 (chain mail, shield) Hit Points 37 (5d8 + 15) Speed 30 ft. STR 15 (+2) DEX 11 (+O) Saving Throws Wis +3 CON 16 (+3) Skills Athletics +4, Perception +3 Damage Immunities poison INT 10 (+0) WIS 12 (+l) Condition Immunities exhaustion, poisoned Senses darkvision 60 ft., passive Perception 13 Languages Common Challenge l (200 XP) CHA 10 (+O) Undead Fortitude. If damage reduces the dread warrior to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken , unless the damage is radiant or from a critical hit. On a success, the dread warrior drops to l hit point instead. ACTIONS Multiattack. The dread warrior makes two melee attacks. Battleaxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (ld8 + 2) slashing damage, or 7 (ldlO + 2) slashing damage if wielded with two hands. Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (ld6 + 2) piercing damage. APPENDIX B I CREATURES 233

234 DUERGAR SPY Medium humanoid (dwarf), lawful evil Armor Class 15 (studded leather) Hit Points 33 (6d8 + 6) Speed 25 ft. STR 10 (+0) DEX 16 (+3) CON 12 (+l) Damage Resistances poison INT 12 (+1) WIS 10 (+O) CHA 13 (+1) Skills Deception +5, Insight +2, Investigation +5, Perception +4, Persuasion +3 , Sleight of Hand +5, Stealth +7 Senses darkvision 120 ft., passive Perception 14 Languages Dwarvish, Undercommon Challenge 2 (450 XP) Cunning Action. On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action. Duergar Resilience. The spy has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. Sneak Attack. Once per turn, the spy can deal an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn't incapacitated and the spy doesn 't have disadvantage on the attack roll. Sunlight Sensitivity. While in sunlight, the spy has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ACTIONS Multiattack. The spy makes two shortsword attacks. Eniarge (Recharges after a Short or Long Rest). For 1 minute, the spy magically increases in size, along with anything it is wearing or carrying. While enlarged , the spy is Large, doubles her damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the spy lacks the room to become Large, it attains the maximum size possible in the space available. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft. , one target. Hit: 6 (ld6 + 3) piercing damage, or 10 (2d6 + 3) piercing damage while enlarged. Hand Crossbow. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 6 (1 d6 + 3) piercing damage. Invisibility (Recharges after a Short or Long Rest). The spy magically turns invisible until it attacks, deals damage , casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the spy wears or carries is invisible with it. APPENDIX B I CREATURES DUERGAR SPY Combining the natural abilities of the duergar race with the specialized training of a spy, the duergar named Ghared is a force to be reckoned with inside Khundrukar (The Forge of Fury). ENCHANTER Enchanters are specialist wizards who understand how to alter and control minds using magic. They might be personable and interesting, using magic to manipulate people only when banter and conventional persuasion fails, or they might be rude and demanding, using and relying on charmed, obedient minions. ENCHANTER Medium humanoid (any race), any alignment Armor Class 12 (15 with mage armor) Hit Points 40 (9d8) Speed 30 ft. STR 9 (-1) DEX 14 (+2) CON 11 (+O) Saving Throws Int +6, Wis +4 Skills Arcana +6, History +6 Senses passive Perception 11 Languages any four languages Challenge 5 (1 ,800 XP) INT 17 (+3) WIS 12 (+1) CHA 11 (+O) Spellcasting. The enchanter is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The enchanter has the following wizard spells prepared: Cantrips (at will):friends, mage hand, mending, message 1st level (4 slots): charm person,* mage armor, magic missile 2nd level (3 slots): hold person,* invisibility, suggestion* 3rd level (3 slots): fireball haste, tongues 4th level (3 slots): dominate beast,'*stoneskin 5th level (2 slots): hold monster* *Enchantment spell of 1st level or higher ACTIONS Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft. , one target. Hit: 2 (ld6- 1) bludgeoning damage, or 3 (ld8- 1) bludgeoning damage if used with two hands. REACTIONS Instinctive Charm (Recharges after the Enchanter Casts an Enchantment Spell of 1st Level or Higher). The enchanter tries to magically divert an attack made against it, provided that the attacker is within 30 feet of it and visible to it. The enchanter must decide to do so before the attack hits or misses. The attacker must make a DC 14 Wisdom saving throw. On a failed save, the attacker targets the creature closest to it, other than the enchanter or itself. If multiple creatures are closest, the attacker chooses which one to target.

EVOKER Evokers are specialist wizards who harness magical energy and elemental forces to destroy. Many tend to be hotheaded and aggressive. Others are cold and reserved, unleashing their power at just the right moment to exploit an opponent's weakness. GIANT CRAYFISH The giant crayfish appears in The Hidden Shrine of Tamoachan and in White Plume Mountain. GIANT ICE TOAD In a cavern within the glacial rift (Against the Giants), a group of ice toads vigorously guard their territory. Waves of cold radiate from the creature, afflicting those that try to approach it, and anyone unfortunate enough to be swallowed suffers injury from cold as well as from the toad's digestive juices. EVOKER Medium humanoid (any race), any alignment Armor Class 12 (15 with mage armor) Hit Points 66 (12d8 + 12) Speed 30 ft. STR 9 (-1) DEX 14 (+2) CON 12 (+l) Saving Throws Int +7, Wis +S Skills Arcana +7, History +7 Senses passive Perception 11 Languages any four languages Challenge 9 (5 ,000 XP) INT 17 (+3) WIS 12 (+l) CHA 11 (+O) Spellcasting. The evoker is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The evoker has the following wizard spells prepared: Cantrips (at will):.fire bolt,*light,*prestidigitation, ray of frost* 1st level (4 slots): burning hands,*mage armor, magic missile* 2nd level (3 slots): mirror image, misty step, shatter* 3rd level (3 slots): counterspe/1,firebalf,* lightning bolt* 4th level (3 slots): ice storm,*(stoneskin 5th level (2 slots): Bigby's hand,* cone of cold* 6th level (1 slot): chain lightning,* wall of ice* 1'Evocation spell Sculpt Spells. When the evoker casts an evocation spell that forces other creatures it can see, it can choose a number of them equal to 1 + the spell's level. These creatures automatically succeed on their saving throws against the spell. If a successful save means a chosen creature would take half damage from the spell, it instead takes no damage from it. ACTIONS Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (ld6 -1) bludgeoning damage, or 3 (ld8 - 1) bludgeoning damage if used with two hands. GIANT CRAYFISH Large beast, unaligned Armor Class 15 (natural armor) Hit Points 45 (7dl0 + 7) Speed 30 ft. , swim 30 ft. STR 15 (+2) DEX 13 (+l) Skills Stealth +3 CON 13 (+l) INT 1 (-5) WIS 9 (-1) Senses blindsight 30 ft., passive Perception 9 LanguagesChallenge 2 (450 XP) CHA 3 (-4) Amphibious. The giant crayfish can breathe air and water. ACTIONS Multiattack. The giant crayfish makes two claw attacks. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft. , one target. Hit: 7 (ldlO + 2) bludgeoning damage, and the target is grappled (escape DC 12). The crayfish has two claws, each of which can grapple only one target. GIANT ICE TOAD Large monstrosity, neutral Armor Class 14 (natural armor) Hit Points 52 (7dl0 + 14) Speed 30 ft. STR 16 (+3) DEX 13 (+l) CON 14 (+2) Damage Immunities cold INT 8 (-1) WIS 10 (+0) Senses darkvision 60 ft., passive Perception 10 Languages Ice Toad Challenge 3 (700 XP) Amphibious. The toad can breathe air and water. CHA 6 (- 2) Cold Aura. Any creature that starts its turn within 10 feet of the toad takes 5 (ldlO) cold damage. Standing Leap. The toad's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. ACTIONS Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the toad can't bite another target. Swallow. Melee Weapon Attack: +5 to hit, reach 5 ft., one Medium or smaller creature the toad is grappling. Hit: 10 (2d6 + 3) piercing damage, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the toad, and it takes 10 (3d6) acid damage and 11 (2dl0) cold damage at the start of each of the toad's turns. The toad can have only one target swallowed at a time. If the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone. APPENDIX B I CREATURES 235

GIANT LIGHTNING EEL Large beast, unaligned Armor Class 13 Hit Points 42 (5dl0 + 15) Speed 5 ft., swim 30 ft. STR 11 (+O) DEX 17 (+3) CON 16 (+3) Damage Resistances lightning INT 2 (-4) WIS 12 (+l) Senses blindsight 60 ft., passive Perception 11 LanguagesChallenge 3 (700 XP) CHA 3 (-4) Water Breathing. The eel can breathe only underwater. ACTIONS Multiattack. The eel makes two bite attacks. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage plus 4 (ld8) lightning damage. Lightningjolt (Recharge 5-6). One creature the eel touches within 5 feet of it outside water, or each creature within l 5 feet ofit in a body of water, must make a DC 12 Constitution saving throw. On failed save, a target takes 13 (3d8) lightning damage. If the target takes any of this damage, the target is stunned until the end of the eel's next turn. On a successful save, a target takes half as much damage and isn't stunned. GIANT SKELETON Huge undead, neutral evil Armor Class 17 (natural armor) Hit Points 115 (1 Odl 2 + SO) Speed 30 ft. STR 21 (+S) DEX 10 (+O) CON 20 (+5) INT 4 (-3) Damage Vulnerabilities bludgeoning Damage Immunities poison WIS 6 (-2) Condition Immunities exhaustion, poisoned Senses darkvision 60 ft., passive Perception 8 Languages understands Giant but can't speak Challenge 7 (2,900 XP) CHA 6 (- 2) Evasion. If the skeleton is subjected to an effect that allows it to make a saving throw to take only half damage , it instead takes no damage ifit succeeds on the saving throw, and only half damage if it fails. Magic Resistance. The skeleton has advantage on saving throws against spells and other magical effects. Turn Immunity. The skeleton is immune to effects that turn undead. ACTIONS Multiattack. The skeleton makes three scimitar attacks. Scimitar. Melee Weapon Attack: +8 to hit, reach 10 ft. , one target. Hit: l 5 (3d6 + 5) slashing damage. APPENDIX BI CREATURES GIANT LIGHTNING EEL The giant lightning eel (Tamoachan) can electrify the water around it. GIANT SKELETON In the Tomb of Horrors, treasure sometimes presents itself for the taking. In one such location, the "reward" for an attempt to grab some valuables turns out to be the animated skeleton of a giant- deadly not only because of its size and strength, but because it has defenses normally possessed only by undead of much greater power. Undead Nature. A skeleton doesn't require air, food, drink, or sleep. GIANT SUBTERRANEAN LIZARD The giant subterranean lizard (Forge of Fury) is an enormous reptile with a powerful tail attack. GIANT SUBTERRANEAN LIZARD Huge beast, unaligned Armor Class 14 (natural armor) Hit Points 66 (7dl2 + 21) Speed 30 ft., swim SO ft. STR 21 (+5) DEX 9 (-1) Skills Stealth +3 CON 17 (+3) Senses passive Perception l 0 LanguagesChallenge 4 (1 ,100 XP) ACTIONS INT 2 (-4) WIS 10 (+O) CHA 7 (-2) Multiattack. The lizard makes two attacks: one with its bite and one with its tail. One attack can be replaced by Swallow. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (2dl0 + 5) piercing damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the lizard can't bite another target. Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target not grappled by the lizard. Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a creature , it must succeed on a DC l 5 Strength saving throw or be knocked prone . Swallow. Melee Weapon Attack: +7 to hit, reach 5 ft. , one Medium or smaller creature the lizard is grappling. Hit: 16 (2dl0 + 5) piercing damage, the target is swallowed, and the grapp le ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the lizard, and it takes 10 (3d6) acid damage at the start of each of the lizard 's turns. The lizard can have only one target swallowed at a time. If the lizard dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone.

GREATER ZOMBIE Many of those who brave the Tomb of Horrors believe they have reached their ultimate destination when they disturb a skeletal figure inside a secluded crypt. It is, in fact, a greater zombie, a creature magically created from a humanoid corpse to be far more resilient than a typical zombie. Undead Nature. A zombie doesn't require air, food, drink, or sleep. ILLUSIONIST Illusionists are specialist wizards who twist light, sound, shadow, and even minds to create false and quasi-real effects. They can be flamboyant and use their powers in spectacular and obvious ways, or quiet and subtle, using their magic to conceal the truth. GREATER ZOMBIE Medium undead, neutral evil Armor Class 15 (natural armor) Hit Points 97 (13d8 + 39) Speed 30 ft. STR 18 (+4) DEX 10 (+O) Saving Throws Wis + 1 CON 17 (+3) INT 4 (-3) Damage Resistances cold, necrotic Damage Immunities poison WIS 6 (-2) CHA 6 (-2) Condition Immunities charmed, exhaustion, frightened, paralyzed , poisoned Senses darkvision 60 ft., passive Perception 8 Languages understands the languages it knew in life but can't speak Challenge 5 (1,800 XP) Turn Resistance. The zombie has advantage on saving throws against any effect that turns undead. Undead Fortitude. If damage reduces the zombie to O hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the lich drops to 1 hit point instead. ACTIONS Multiattack. The zombie makes two melee attacks. Empowered Slam. Melee Weapon Attack: +7 to hit, reach 5 ft. , one target. Hit: 7 (ld6 + 4) bludgeoning damage and 7 (2d6) necrotic damage. ILLUSIONIST Medium humanoid (any race), any alignment Armor Class 12 (15 with mage armor) Hit Points 38 (7d8 + 7) Speed 30 ft. STR 9 (-1) DEX 14 (+2) CON 13 (+l) Saving Throws Int +5, Wis +2 Skills Arcana +5, History +5 Senses passive Perception 10 Languages any four languages Challenge 3 (700 XP). INT 16 (+3) WIS 11 (+O) CHA 12 (+l) Spellcasting. The illusionist is a 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The illusionist has the following wizard spells prepared: Cantrips (at will): dancing lights, mage hand, minor illusion, poison spray 1st level (4 slots): color spray,* disguise self,* mage armor, magic missile 2nd level (3 slots): invisibility,* mirror image,* phantasmal force* 3rd level (3 slots): major image,* phantom steed* 4th level (1 slot): phantasmal killer* *Illusion spell of 1st level or higher Displacement (Recharges after the Illusionist Casts an Illusion Spell of 1st Level or Higher). As a bonus action, the illusionist projects an illusion that makes the illusionist appear to be standing in a place a few inches from its actual location, causing any creature to have disadvantage on attack rolls against the illusionist. The effect ends if the illusionist takes damage, it is incapacitated, or its speed becomes 0. ACTIONS Quarterstaff. Melee Weapon Attack: +l to hit, reach 5 ft., one target. Hit: 2 (ld6- 1) bludgeoning damage, or 3 (ld8 - 1) bludgeoning damage if used with two hands. APPENDIX B I CREATURES 237

KALKA-KYLLA Adventurers who get inside the halls of the Hidden Shrine of Tamoachan are likely to find a unique opportunity- the chance to communicate with a crustacean that can speak. If Kalka-Kylla is coaxed out of its hiding place and not attacked, it might provide visitors with a bit or two of possibly useful information. KELPIE A kelpie (White Plume Mountain) is a form of intelligent, aquatic plant life that resembles a pile of wet seaweed. It is able to shape its body into various forms, often assuming the aspect of a beautiful humanoid in order to lure people into deep water. KALKA-KYLLA Large monstrosity, neutral Armor Class 15 (natural armor) Hit Points 85 (lOdlO + 30) Speed 30 ft., swim 30 ft. STR 17 (+3) DEX 12 (+l) CON 16 (+3) INT 15 (+2) WIS 16 (+3) Skills Deception +3, Insight +5, Stealth +3 Senses blindsight 30 ft. , passive Perception 13 Languages Olman Challenge 3 (700 XP) Amphibious. Kalka-Kylla can breathe air and water. CHA 12 (+l) False Appearance. While Kalka-Kylla remains motionless and hidden in its shell, it is indistinguishable from a polished boulder. Shell. Kalka-Kylla can use a bonus action to retract into or emerge from its shell. While retracted, Kalka-Kylla gains a +4 bonus to AC, and it has a speed ofO and can't benefit from bonuses to speed. ACTIONS Multiattack. Kalka-Kylla makes two claw attacks. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage, and if the target is a Medium or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the target is restrained. Kalka-Kylla has two claws, each of which can grapple only one target. APPENDIX B I CREATURES Medium plant, neutral evil Armor Class 14 (natural armor) Hit Points 67 (9d8 + 27) Speed 10 ft., swim 30 ft. STR 14 (+2) DEX 14 (+2) CON 16 (+3) Skills Perception +3, Stealth +4 INT 7 (-2) WIS 12 (+l) Damage Resistances bludgeoning, fire , piercing Condition Immunities blinded, deafened, exhaustion Senses blindsight 60 ft., passive Perception 13 Languages Common , Sylvan Challenge 4 (1 ,100 XP) Amphibious. The kelpie can breathe air and water. CHA 10 (+0) Seaweed Shape. The kelpie can use its action to reshape its body into the form of a humanoid or beast that is Small, Medium, or Large. Its statistics are otherwise unchanged . The disguise is convincing, unless the kelpie is in bright light or the viewer is within 30 feet of it, in which case the seams between the seaweed strands are visible. The kelpie returns to its true form if takes a bonus action to do so or if it dies. False Appearance. While the kelpie remains motionless in its true form, it is indistinguishable from normal seaweed. ACTIONS Multiattack. The kelpie makes two slam attacks. Slam. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 11 (2d8 + 2) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 12). Drowning Hypnosis. The kelpie chooses one humanoid it can see within 150 feet of it. If the target can see the kelpie, the target must succeed on a DC 11 Wisdom saving throw or be magically charmed while the kelpie maintains concentration, up to 10 minutes (as if concentrating on a spell). The charmed target is incapacitated, and instead of holding its breath underwater, it tries to breathe normally and immediately runs out of breath, unless it can breathe water. If the charmed target is more than 5 feet away from the kelpie, the target must move on its turn toward the kelpie by the most direct route, trying to get within 5 feet. It doesn't avoid opportunity attacks. Before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the kelpie or drowning, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it. A target that successfully saves is immune to this kelpie's hypnosis for the next 24 hours.

LEUCROTTA The leucrotta is every bit as horrible as its grotesque appearance would suggest: the body of a hyena perched atop the spindly legs of a deer and topped with the head of a giant badger. A group of these creatures lurks inside a location in the Doomvault (Dead in Thay), where they use their talent for mimicry to call for help-enticing would-be prey to come to their rescue before discovering the truth of the matter. LEUCROTTA Large monstrosity, chaotic evil Armor Class 14 (natural armor) Hit Points 67 (9dl0 + 18) Speed 50 ft. STR 18 (+4) DEX 14 (+2) CON 15 (+2) INT 9 (-1) Skills Deception +2, Perception +3 WIS 12 (+l) Senses darkvision 60 ft. , passive Perception 13 Languages Abyssal, Gnoll Challenge 3 (700 XP) CHA 6 (-2) Keen Smell. The leucrotta has advantage on Wisdom (Perception) checks that rely on smell. Kicking Retreat. If the leucrotta attacks with its hooves, it can take the Disengage action as a bonus action. Mimicry. The leucrotta can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check. Rampage. When the leucrotta reduces a creature to O hit points with a melee attack on its turn, it can take a bonus action to move up to half its speed and make an attack with its hooves. ACTIONS Multiattack. The leucrotta makes two attacks: one with its bite and one with its hooves. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (ld8 + 4) piercing damage. lfthe leucrotta scores a critical hit, it rolls the damage dice three times, instead of twice. Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. MALFORMED KRAKEN The Doomvault (Dead in Thay) contains a number of denizens that don't have all the traits or abilities of normal creatures of their kind. By far the most powerful of these "inferior" creatures is a malformed kraken that is kept in a saltwater pool and is not as large or as durable as a true kraken. MALFORMED KRAKEN Huge monstrosity, chaotic evil Armor Class 17 (natural armor) Hit Points 172 (15dl2 + 75) Speed 20 ft., swim 40 ft. STR 25 (+7) DEX 11 (+O) CON 20 (+5) INT 11 (+O) WIS 15 (+2) Saving Throws Str + 11 , Con +9, Int +4, Wis +6, Cha +6 CHA 15 (+2) Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities lightning Condition Immunities frightened, paralyzed Senses truesight 60 ft., passive Perception 12 Languages understands Common but can't speak; telepathy 60 ft . Challenge 10 (5,900 XP) Amphibious. The kraken can breathe air and water. Siege Monster. The kraken deals double damage to objects and structures. ACTIONS Multiattack. The kraken makes three tentacle attacks. One of them can be replaced with a bite attack, and any of them can be replaced with Fling. Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) piercing damage. Tentacle. Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Hit: 14 (2d6 + 7) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained. The kraken has ten tentacles, each of which can grapple one target. Fling. One Medium or smaller object held or creature grappled by the kraken 's tentacles is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (ld6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 16 Dexterity saving throw or take the same damage and be knocked prone. Lightning Storm. The kraken creates three bolts of lightning, each of which can strike a target the kraken can see within 150 feet ofit. A target must make a DC 16 Dexterity saving throw, taking 16 (3dl0) lightning damage on a failed save, or half as much damage on a successful one. APPENDIX B I CREATURES 239

240 MARTIAL ARTS ADEPT Within a lavish chamber inside the Hidden Shrine of Tamoachan, two dust-covered bodies are found reclining. If their rest is disturbed, the bodies awaken from a state of suspended animation and reveal themselves to be monks of considerable capability. NEREID One of the most inviting locations in the Hidden Shrine of Tamoachan is a gently illuminated pool of water, beside which sits a lovely being singing a pleasant tune. The figure is a nereid- a fey water creature that can shape its environment to suit its needs. Whether male or female, a nereid bears an otherworldly beauty. MARTIAL ARTS ADEPT Medium humanoid (any ra ce), any alignment Armor Class 16 Hit Points 60 (lld8 + 11) Speed 40 ft. STR 11 (+0) DEX 17 (+3) CON 13 (+l) INT 11 (+0) Skills Acrobatics +5 , Insight +5, Stealth +5 Senses passive Perception 13 WIS 16 (+3) Languages any one language (usually Common) Challenge 3 (700 XP) CHA 10 (+O) Unarmored Defense. While the adept is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. ACTIONS Multiattack. The adept makes three unarmed strikes or three dart attacks. Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft. , one target. Hit: 7 (ld8 + 3) bludgeoning damage. If the target is a creature, the adept can choose one of the following additional effects: • The target must succeed on a DC 13 Strength saving throw or drop one item it is holding (adept's choice). • The target must succeed on a DC 13 Dexterity saving throw or be knocked prone. • The target must succeed on a DC 13 Constitution saving throw or be stunned until the end of the adept's next turn. Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft. , one target. Hit: 5 (ld4 + 3) piercing damage. REACTIONS Deflect Missile. In response to being hit by a ranged weapon attack, the adept deflects the missile. The damage it takes from the attack is reduced by ldlO + 3. If the damage is reduced to 0, the adept catches the missile if it's small enough to hold in one hand and the adept has a hand free . APPENDIX B I CREATURES NEREID Medium fey, any chaotic alignment Armor Class 13 Hit Points 44 (8d8 + 8) Speed 30 ft. , swim 60 ft. STR 10 (+O) DEX 17 (+3) CON 12 (+l) INT 13 (+l) WIS 14 (+2) CHA 16 (+3) Skiiis Acrobatics +5 , Nature +3, Stealth +5, Survival +4 Senses darkvision 60 ft., passive Perception 12 Languages Aquan, Common, Elvish, Sylvan Challenge 2 (450 XP) Amphibious. The nereid can breathe air and water. Aquatic Invisibility. If immersed in water, the nereid can make itself invisible as a bonus action. It remains invisible until it leaves the water, ends the invisibility as a bonus action, or dies. Mantle Dependent. The nereid wears a mantle of silky cloth the color of sea foam, which holds the creature's spirit. The mantle has an AC and hit points equal to that of the nereid, but the garment can't be directly harmed while the nereid wears it. If the mantle is destroyed, the nereid becomes poisoned and dies within 1 hour. A nereid is willing to do anything in its power to recover the mantle if it is stolen, including serving the thief. Shape Water. The nereid can cast control water at will, requiring no components. Its spellcasting ability for it is Charisma. This use of the spell has a range of 30 feet and can affect a cube of water no larger than 30 feet on a side. Speak with Animals. The nereid can comprehend and verbally communicate with beasts. ACTIONS Blinding Acid. Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. or range 30 ft., one target. Hit: 16 (2dl 2 + 3) acid damage, and the target is blinded until the start of the nereid's next turn. Drowning Kiss (Recharge 5-6). The nereid touches one creature it can see within 5 feet ofit. The target must succeed on a DC 13 Constitution saving throw or take 22 (3dl2 + 3) acid damage. On a failure, it also runs out of breath and can't speak for 1 minute. At the end of each of its turns, it can repeat the save, ending the effect on itself on a success. Water Lash. The nereid causes a 5-foot cube of water within 60 feet of it to take a shape of its choice and strike one target it can see within 5 feet of that water. The target must make a DC 13 Strength saving throw. On a failed save, it takes 17 (4d6 + 3) bludgeoning damage , and ifit is a Large or smaller creature, it is pushed up to 15 feet in a straight line or is knocked prone (nereid's choice). On a successful save , the target takes half as much damage and isn't pushed or knocked prone.

NECROMANCER Necromancers are specialist wizards who study the interaction of life, death, and undeath. Some like to dig up corpses to create undead slaves. A few use their powers for good, becoming hunters of the undead and risking their lives to save others. OOZE MASTER The Immortal Caverns inside the Doomvault (Dead in Thay) are home to a number of bizarre creatures, of which the Ooze Master is perhaps the strangest. It initially appears in the form of a pillar composed of thick, red, ooze-like stuff. The creature is actually inside the pillar, and when it is roused, it emerges with evil intent. Undead Nature. The Ooze Master doesn't require air, food, drink, or sleep. NECROMANCER Medium humanoid (any race), any alignment Armor Class 12 (15 with mage armor) Hit Points 66 (12d8 + 12) Speed 30 ft. STR 9 (-1) DEX 14 (+2) CON 12 (+l) Saving Throws Int +7, Wis +5 Skills Arcana +7, History +7 Damage Resistances necrotic Senses passive Perception 11 Languages any four languages Challenge 9 (5 ,000 XP) INT 17 (+3) WIS 12 (+l) CHA 11 (+O) Spellcasting. The necromancer is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The necromancer has the following wizard spells prepared: Cantrips (at will): chill touch, dancing lights, mage hand, mending 1st level (4 slots): false life,* mage armor, ray of sickness* 2nd level (3 slots): blindness/deafness,* ray of enfeeblement,* web 3rd level (3 slots): animate dead,* bestow curse,* vampiric touch* 4th level (3 slots): blight,* dimension door, stoneskin 5th level (2 slots): Bigby's hand, cloudkill 6th level (1 slot): circle of death* *Necromancy spell of 1st level or higher Grim Harvest (1/Turn). When necromancer kills a creature that is neither a construct nor undead with a spell of 1st level or higher, the necromancer regains hit points equal to twice the spell's level, or three times if it is a necromancy spell. ACTIONS Withering Touch. Melee Spell Attack: +7 to hit, reach 5 ft., one creature. Hit: 5 (2d4) necrotic damage. OOZE MASTER Huge undead, lawful evil Armor Class 9 (natural armor) Hit Points 138 (12dl2 + 60) Speed 30 ft., climb 30 ft. STR 16 (+3) DEX 1 (-5) CON 20 (+5) Saving Throws Int +7, Wis +4 Skills Arcana +7, Insight +4 INT 17 (+3) WIS 10 (+O) CHA 16 (+3) Damage Resistances lightning, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities acid, cold, poison Condition Immunities blinded, charmed , deafened, exhaustion , frightened , paralyzed, poisoned, prone Senses blindsight 120 ft., passive Perception 10 Languages Common, Primordial, Thayan Challenge 10 (5 ,900 XP) Corrosive Form. A creature that touches the Ooze Master or hits it with a melee attack while within 5 feet of it takes 9 (2d8) acid damage. Any nonmagical weapon that hits the Ooze Master corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition that hits the Ooze Master is destroyed after dealing damage . The Ooze Master can eat through 2-inch-thick, nonmagical wood or metal in 1 round. Instinctive Attack. When the Ooze Master casts a spell with a casting time of l action, it can make one pseudopod attack as a bonus action. Spellcasting. The Ooze Master is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It has the following wizard spells prepared: Cantrips (at will): acid splash.friends, mage hand, poison spray 1st level (4 slots): charm person, detect magic, magic missile, ray of sickness 2nd level (3 slots): detect thoughts, Melf's acid arrow, suggestion 3rd level (3 slots):fear, slow, stinking cloud 4th level (3 slots): confusion, Evard's black tentacles 5th level (1 slot): cloudkill Spider Climb. The Ooze Master can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. ACTIONS Pseudopod. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (3d6 + 3) bludgeoning damage plus 10 (3d6) acid damage. REACTIONS Instinctive Charm. If a creature the Ooze Master can see makes an attack roll against it while within 30 feet of it, the Ooze Master can use a reaction to divert the attack if another creature is within the attack's range. The attacker must make a DC 15 Wisdom saving throw. On a failed save, the attacker targets the creature that is closest to it, not including itself or the Ooze Master. If multiple creatures are closest, the attacker chooses which one to target. On a successful save, the attacker is immune to this Instinctive Charm for 24 hours. Creatures that can't be charmed are immune to this effect. APPENDIX B CREATURES 241

242 Large monstrosity, unaligned Armor Class 15 (natural armor) Hit Points 90 (12dl0 + 24) Speed 10 ft., swim 40 ft. STR 17 (+3) DEX 15 (+2) CON 15 (+2) Skills Perception +4, Stealth +5 Senses passive Perception 14 Languages - Challenge 5 (1,800 XP) INT 3 (-4) WIS 12 (+1) Amphibious. The sea lion can breathe air and water. CHA 8 (-1) Keen Smell. The sea lion has advantage on Wisdom (Perception) checks that rely on smell. Pack Tactics. The sea lion has advantage on an attack roll against a creature if at least one of the sea lion's allies is within 5 feet of the creature and the ally isn't incapacitated. Swimming Leap. With a 10-foot swimming start, the sea lion can long jump out of or across the water up to 25 feet. ACTIONS Multiattack. The sea lion makes three attacks: one bite attack and two claw attacks. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. APPENDIX B I CREATURES SEA LION A sea lion is a fearsome monster with the head and forepaws of a lion and the lower body and tail of a fish. Adventurers who delve beneath White Plume Mountain might discover a group of these creatures confined in a watery cage. SHARWYN HUCRELE A young adventurer whose group ran afoul of a band of goblins, Sharwyn Hucrele now finds herself enslaved deep inside the Sunless Citadel, an unwitting supplicant of the Gulthias Tree. The corrupting influence has turned her skin thick and rough, as though she were affected by a barkskin spell, and has turned the normally good-aligned Sharwyn into an evil adversary. SHARWYN HUCRELE Medium humanoid (human), neutral evil Armor Class 16 (Barkskin trait) Hit Points 13 (2d8 + 4) Speed 30 ft. STR 11 (+O) DEX 13 (+l) CON 14 (+2) INT 16 (+3) Skills Arcana +5, Insight +4, Persuasion + 1 Senses passive Perception 12 Languages Common, Draconic, Goblin Challenge 1/2 (100 XP) WIS 14 (+2) Barkskin. Sharwyn's AC can't be lower than 16. CHA 9 (-1) Special Equipment. Sharwyn has a spell book that contains the spells listed in her Spellcasting trait, plus detect magic and silent image. Spellcasting. Sharwyn is a 1st-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). She has the following wizard spells prepared: Cantrips (at will): light, prestidigitation, ray of frost 1st level (2 slots): color spray, magic missile, shield, sleep Tree Thrall. If the Gulthias Tree dies, Sharwyn dies 24 hours later. ACTIONS Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft. , one target. Hit: 4 (ld4 + 2) piercing damage.

SIR BRAFORD While traveling in the vicinity of the Sunless Citadel, Sir Braford and his companions were captured by goblins. The young paladin of Pelor has been corrupted by the sinister Gulthias Tree and now swings his magic sword, Shatterspike, on behalf of a different sort of "deity." SIREN Imprisoned inside a mist-filled chamber in the Tomb of Horrors, Siren serves as evidence of Acererak's heartless sense of humor. This mysterious fey creature yearns to be released, but an enchantment laid on her by the demilich prevents her from telling visitors how to accomplish that task. If anyone succeeds in freeing her, she vows to be a lifelong friend. S1RBRAFORD Medium humanoid (human), neutral evil Armor Class 18 (chain mail, shield) Hit Points 19 (3d8 + 6) Speed 30 ft. STR 16 (+3) DEX 9 (- 1) CON 14 (+2) Skills Athletics +S, Perception +3 Senses passive Perception 13 Languages Common Challenge 1/2 (100 XP) INT 10 (+O) WIS 13 (+l) Barkskin. Sir Braford's AC can't be lower than 16. CHA 14 (+2) Special Equipment. Sir Braford wields Shatterspike, a magic longsword that grants a + l bonus to attack and damage rolls made with it (included in his attack). See appendix B for the item's other properties. Tree Thrall. If the Gulthias Tree dies, Sir Bra ford dies 24 hours later. ACTIONS Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (ld8 + 4) slashing damage, or 9 (ldlO + 4) slashing damage if used with two hands. REACTIONS Protection. When a creature Sir Braford can see attacks a target other than him that is within 5 feet of him, he can use a reaction to use his shield to impose disadvantage on the attack roll. SIREN Medium fey, chaotic good Armor Class 14 Hit Points 38 (7d8 + 7) Speed 30 ft., swim 30 ft. STR 10 (+0) DEX 18 (+4) CON 12 (+l) INT 13 (+l) WIS 14 (+2) Skills Medicine +4, Nature +3, Stealth +6, Survival +4 Senses darkvision 60 ft., passive Perception 12 Languages Common, Elvish, Sylvan Challenge 3 (700 XP) Amphibious. Siren can breathe air and water. CHA 16 (+3) Innate Spellcasting. Siren's innate spellcasting ability is Charisma (spell save DC 13). She can innately cast the following spells, requiring no material components: 1/day each: charm person.fog cloud, greater invisibility, polymorph (self only) Magic Resistance. Siren has advantage on saving throws against spells and other magical effects. ACTIONS Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (ld6 + 4) piercing damage. Stupefying Touch. Siren touches one creature she can see within 5 feet of her. The creature must succeed on a DC 13 Intelligence saving throw or take 13 (3d6 + 3) psychic damage and be stunned until the start of Siren's next turn. APPENDIX B I CREATURES 243

244 Medium undead, neutral evil Armor Class 16 (natural armor) Hit Points 105 (14d8 + 42) Speed 30 ft. STR 11 (+O) DEX 16 (+3) CON 16 (+3) INT 19 (+4) Saving Throws Con +8, Int +9, Wis +7 WIS 14 (+2) CHA 16 (+3) Skills Arcana +9, History +9, Insight +7, Perception +7 Damage Resistances cold , lightning, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities charmed, exhaustion frightened , paralyzed, poisoned Senses darkvision 60 ft., passive Perception 17 Languages Abyssal, Common, Infernal, Primordial, Thayan Challenge 13 (10,000 XP) Focused Conjuration. While Var is concentrating on a conjuration spell, his concentration can't be broken as a result of taking damage. Legendary Resistance (3/Day). If Var fails a saving throw, he can choose to succeed instead . Rejuvenation. If Var is destroyed but his phylactery remains intact, Var gains a new body in ldlO days, regaining all his hit points and becoming active again. The new body appears within 5 feet of the phylactery. Spellcasting. Var is a 12th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). He has the following wizard spells prepared: Cantrips (at will):.fire bolt, mage hand, minor illusion, prestidigitation, ray of frost 1st level (4 slots): detect magic, magic missile, shield, unseen servant* APPENDlX BI CREATURES TARUL VAR After failing in an earlier task for the Red Wizards, the lich Tarul Var is sequestered within the Doomvault (Dead in Thay), where he tries to avoid the attention of Szass Tam. Interlopers who discover his quarters are set upon by the lich and his dread warrior guards, but if Var is brought to the brink of death, he might bargain for a chance to escape the dungeon. Undead Nature. A lich doesn't require air, food, drink, or sleep. 2nd level (3 slots): detect thoughts,jlaming sphere,* mirror image, scorching ray 3rd level (3 slots): counterspe/1, dispel magic,fireba/1 4th level (3 slots): dimension door,* Evard's black tentacles* 5th level (3 slots): cloudkill,* saying 6th level (1 slot): circle of death *Conjuration spell of 1st level or higher Turn Resistance. Var has advantage on saving throws against any effect that turns undead . ACTIONS Paralyzing Touch. Melee Spell Attack: +9 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Benign Transposition. Var teleports up to 30 feet to an unoccupied space he can see. Alternatively, he can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, both creatures teleport, swapping places. Var can use this feature again only after he finishes a long rest or casts a conjuration spell of 1st level or higher. LEGENDARY ACTIONS Var can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Var regains spent legendary actions at the start of his turn. Cantrip. Var casts a cantrip. Paralyzing Touch (Costs 2 Actions). Var uses Paralyzing Touch . Frightening Gaze (Costs 2 Actions). Var fixes his gaze on one creature he can see within 10 feet of him. The target must succeed on a DC 17 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to Var's gaze for the next 24 hours.

TECUZIZTECATL Clinging to the wall of a water-filled chamber inside the Hidden Shrine of Tamoachan is Tecuziztecatl, also known as the Lord of Snails. This giant slug is not only intelligent, it's capable of speech. If faced with enemies that are too much of a threat for it, the slug might offer to provide assistance, or it might submerge itself to avoid further harm. THAYAN APPRENTICE The Red Wizards have a number of helpers that supervise tasks in the Doomvault (Dead in Thay). Thayan apprentices have a measure of spellcasting ability, and many strive to become full-fledged wizards one day. ThCUZIZTECATL Large monstrosity, neutral Armor Class 13 (natural armor) Hit Points 102 (12dl0 + 36) Speed 30 ft., climb 30 ft., swim 30 ft. STR 17 (+3) DEX 10 (+O) CON 16 (+3) Skills Deception +3, Stealth +2 INT 15 (+2) WIS 16 (+3) CHA 13 (+1) Damage Resistances bludgeoning from nonmagical attacks Damage Immunities acid Senses blindsight 30 ft., passive Perception 13 Languages Olman, Primal Challenge 4 (1,100 XP) Amphibious. Tecuziztecatl can breathe air and water. Glowing. Tecuziztecatl sheds dim light within 20 feet of itself. Flexible. Tecuziztecatl can enter a space large enough for a Medium creature without squeezing. Spider Climb. Tecuziztecatl can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. ACTIONS Multiattack. Tecuziztecatl makes two pseudopod attacks. Pseudopod. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage. Spit Acid (Recharge 4-6). Tecuziztecatl exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 13 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one. THAYANAPPRENTICE Medium humanoid (human), any non-good alignment Armor Class 12 (15 with mage armor) Hit Points 27 (5d8 + 5) Speed 30 ft. STR 10 (+O) DEX 14 (+2) Skills Arcana +4 CON 12 (+1) Senses passive Perception 11 Languages Common, Thayan Challenge 2 (450 XP) INT 15 (+2) WIS 13 (+l) CHA 11 (+O) Doomvault Devotion. Within the Doomvault, the apprentice has advantage on saving throws against being charmed or frightened . Spellcasting. The apprentice is a 4th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It has the following wizard spells prepared: Cantrips (at will):.fire bolt, mage hand, prestidigitation, shocking grasp 1st level (4 slots): burning hands, detect magic, mage armor, shield 2nd level (3 slots): blur, scorching ray ACTIONS Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (ld4 + 2) piercing damage. APPENDIX B I CREATURES

THAYAN WARRIOR The Red Wizards have a number of helpers that perform tasks in the Doomvault (Dead in Thay). Thayan warriors provide muscle when it's needed and often serve beside Thayan apprentices. THAYAN WARRIOR Medium humanoid (human), any non-good alignment Armor Class 16 (chain shirt, shield) Hit Points 52 (8d8 + 16) Speed 30 ft. STR 16 (+3) DEX 13 (+l) Skills Perception +2 CON 14 (+2) Senses passive Perception 12 Languages Common, Thayan Challenge 2 (450 XP) INT 10 (+O) WIS 11 (+O) CHA 11 (+O) Doomvault Devotion. Within the Doomvault, the warrior has advantage on saving throws against being charmed or frightened . Pack Tactics. The warrior has advantage on an attack roll against a creature if at least one of the warrior's allies is within 5 feet of the creature and the ally isn't incapacitated. ACTIONS Multiattack. The warrior makes two melee attacks. Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (ld8 + 3) slashing damage, or 8 (ldlO + 3) slashing damage if used with two hands. Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (ld6 + 3) piercing damage. APPENDIX B I CREATURES THORN SLINGER A corridor inside the Hidden Shrine of Tamoachan is the site of a long, narrow pit with a number of large bushes along its floor. Though they might appear harmless at first, these thorn slingers are doubly dangerous, as anyone who falls into the pit or tries to traverse it soon discovers. THORN SLINGER Large plant, unaligned Armor Class 11 Hit Points 32 (5dl0 + 5) Speed 10 ft. STR 13 (+l) DEX 12 (+l) CON 12 (+l) INT l (- 5) WIS 10 (+O) CHA l (-5) Condition Immunities blinded, deafened, frightened Senses blindsight 60 ft. (blind beyond this radius); passive Perception 10 LanguagesChallenge 1/2 (100 XP) Adhesive Blossoms. The thorn slinger adheres to anything that touches it. A Medium or smaller creature adhered to the thorn slinger is also grappled by it (escape DC 11). Ability checks made to escape this grapple have disadvantage. At the end of each of the thorn slinger's turns, anything grappled by it takes 3 (ld6) acid damage. False Appearance. While the thorn slinger remains motionless, it is indistinguishable from an inanimate bush. ACTIONS Thorns. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 30 ft., one target. Hit: 8 (2d6 + 1) piercing damage.

TRANSMUTER Transmuters are specialist wizards who embrace change, rail against the status quo, and view magical transmutation as a path to riches, enlightenment, or apotheosis. ThANSMUTER Medium humanoid (any race), any alignment Armor Class 12 (15 with mage armor) Hit Points 40 (9d&) Speed 30 ft. STR 9 (-1) DEX 14 (+2) CON 11 (+O) Saving Throws Int +6, Wis +4 Skills Arcana +6, History +6 Senses passive Perception 11 Languages any four languages Challenge 5 (1,800 XP) INT 17 (+3) WIS 12 (+l) CHA 11 (+O) Spellcasting. The transmute, is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The transmute, has the following wizard spells prepared: Cantrips (at will): light, mending, prestidigitation, ray of frost 1st level (4 slots): chromatic orb, expeditious retreat,* mage armor 2nd level (3 slots): alter self? hold person, knock* 3rd level (3 slots): blink,*fireball, slow* 4th level (3 slots): polymorph/' stoneskin 5th level (1 slot): telekinesis* *Transmutation spell of 1st level or higher Transmuter's Stone. The transmuter carries a magic stone it crafted that grants its bearer one of the following effects: , Darkvision out to a range of 60 feet , An extra 10 feet of speed while the bearer is unencumbered Proficiency with Constitution saving throws , Resistance to acid, cold, fire, lightning, or thunder damage (transmuter's choice whenever the transmuter chooses this benefit) If the transmuter has the stone and casts a transmutation spell of l st level or higher, it can change the effect of the stone. ACTIONS Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (ld6 - 1) bludgeoning damage, or 3 (ld& - 1) bludgeoning damage if used with two hands. VAMPIRIC MIST In a loose manner of speaking, the vampiric mist is the embodiment of the vampire's hunger for blood. It exists only to seek out creatures and drain the life from them, and its insubstantial nature enables it to pursue prey through the tiniest of openings. When first encountered, a vampiric mist appears as a billowing mass of light clouds. As the creature feeds, its coloration darkens to a deep crimson. In the Temple of Blood inside the Doom vault (Dead in Thay), several clouds of vampiric mist appear and attempt to engulf any who don't escape the place quickly. Undead Nature. A vampiric mist doesn't require air or sleep. VAMPIRIC MIST Medium undead, chaotic evil Armor Class 13 Hit Points 45 (Gd&+ 18) Speed Oft., fly 30 ft. (hover) STR 6 (-2) DEX 16 (+3) Saving Throws Wis +3 CON 16 (+3) INT 6 (-2) WIS 12 (+l) CHA 7 (-2) Damage Resistances acid, cold, lightning, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 60 ft., passive Perception 11 LanguagesChallenge 3 (700 XP) Blood Sense. The vampiric mist can sense living creatures that have blood or similar vital fluids in a radius of 60 feet . Forbiddance. The vampiric mist can't enter a residence without an invitation from one of the occupants. Misty Form. The vampiric mist can occupy another creature's space and vice versa. In addition, if air can pass through a space, the mist can pass through it without squeezing. Each foot of movement in water costs it 2 extra feet , rather than l extra foot. The mist can't manipulate objects in any way that requires hands; it can apply simple force only. Sunlight Hypersensitivity. The vampiric mist takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, the mist has disadvantage on attack rolls and ability checks. ACTIONS Blood Drain. One creature in the vampiric mist's space must make a DC 13 Constitution saving throw (undead and constructs automatically succeed). On a failed save, the target takes 10 (2d6 + 3) necrotic damage, its hit point maximum is reduced by an amount equal to the necrotic damage taken, and the mist regains hit points equal to that amount. This reduction to the target's hit point maximum lasts until the target finishes a long rest. It dies if this effect reduces its hit point maximum to 0. APPENDIX BI CREATURES

Gargantuan ooze, chaotic neutral Armor Class 5 Hit Points 217 (14d20 + 70) Speed 10 ft. STR 18 (+4) DEX 1 (- 5) CON 20 (+5) INT 12 (+l) Damage Resistances acid, cold, fire Damage Immunities poison WIS 10 (+0) CHA 3 (-4) Condition Immunities blinded , charmed, deafened , exhaustion, frightened , poisoned , prone Senses bl indsight 60 ft. (blind beyond this radius), passive Perception 10 Languages telepathy 50 ft. Challenge 10 (5 ,900 XP) Amorphous Form. White Maw can occupy another creature's space and vice versa. Corrode Metal. Any nonmagical weapon made of metal that hits White Maw corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. if its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits White Maw is destroyed after dealing damage. White Maw can eat through 2-inch-thick, nonmagical metal in 1 round . False Appearance. While White Maw remains motionless, it is indistinguishable from white stone. Killer Response. Any creature that starts its turn in White Maw's space is targeted by a pseudopod attack if White Maw isn't incapacitated. ACTIONS Pseudopod. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 22 (4d8 + 4) bludgeoning damage plus 9 (2d8) acid damage. If the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. APPENDIX B I CREATURES WHITE MAW In their laboratories inside the Doomvault (Dead in Thay), the Red Wizards experiment with a process to create sentient oozes. The creature they call White Maw is one of their early achievements-a gray ooze of enormous size that has intelligence and can communicate. These talents are considerably diminished by the fact that the creature is utterly insane. Ooze Nature. White Maw doesn't require sleep. YUSDRAYL The kobolds that occupy a portion of the Sunless Citadel are not a combative lot, as long as they are not attacked. That attitude is shared by their leader, Yusdrayl. She is not automatically hostile to strangers who enter her throne room, and in fact is looking for some help from a group of outsiders that can help her contend with the goblins that live nearby. But if she or any other kobolds are threatened or set upon, Yusdrayl defends herself and her tribe as fiercely as she can. YUSDRAYL Small humanoid (kobold), lawful evil Armor Class 12 (15 with mage armor) Hit Points 16 (3d6 + 6) Speed 30 ft. STR 8 (- 1) DEX 15 (+2) CON 14 (+2) INT 10 (+O) Skills Arcana +2 , Insight +2, Stealth +4 WIS 10 (+O) Senses darkvision 60 ft., passive Perception 10 Languages Common , Draconic Challenge 1 (200 XP) CHA 16 (+3) Spellcasting. Yusdrayl is a 2nd-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She knows the following sorcerer spells: Cantrips (at will): mage hand, prestidigitation, ray of frost, shocking grasp 1st level (4 slots): burning hands, chromatic orb, mage armor Sunlight Sensitivity. While in sunlight, Yusdrayl has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Pack Tactics. Yusdrayl has advantage on an attack roll against a creature if at least one of her allies is within 5 feet of the creature and the ally isn't incapacitated. ACTIONS Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (ld4 + 2) piercing damage.


D&D - Tales from the Yawning Portal (5e) - Flip eBook Pages 201-250 (2024)
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