Mythic Odysseys of Theros (+deluxe Cover) PDF
Mythic Odysseys of Theros (+deluxe Cover) PDF
Mythic Odysseys of Theros (+deluxe Cover) PDF
THEROS™
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... .
CREDITS
Lead Designers: F. Wesley Schneider, James Wyatt Brad Rigney, Sam Rowan, James Ryman, Jasper Sandner, Dan
Designers: Ari Levitch, Jeremy Crawford, Kate Baker, Bill Benham, Scott, Cynthia Sheppard, John Stanko, Zack Stella, Matt Stewart,
Orion D. Black, John Compton, Kelly Digges, James lntrocaso, Chase Stone, Raymond Swanland, Wisnu Tan, John Thacker, Cory
Adam Lee, Ben Petrisor, Jessica Price, Morrigan Robbins, Amber Trego-Erdner, Brian Valeza, Cyril Van Der Haegen, Svetlin Velinov,
Scott, Greg A. Vaughn Magali Villeneuve, Raoul Vitale, Johannes Voss, Kev Walker, Jack
Rules Developers: Jeremy Crawford, Dan Dillon, Christopher Wang, Kieran Yanner, Ryan Yee, Min Yum, James Zapata
Perkins, Ben Petrisor Cartographers: Jonas De Ro, Dyson Logos
Editors: Misty Bourne, Kim Mohan, Hannah Rose, Jessica Ross Theros World Designers: Brady Dommermuth, Doug Beyer, Kelly
Cultural Consultant: Demitrios Feredinos Digges, Ethan Fleischer, Jenna Helland, Taylor lngvarsson,
Lore Consultant: jay Annelli Jeremy Jarvis, Adam Lee, Alison Luhrs, Dawn Murin, Cynthia
Sheppard, Andrew Vallas, Richard Whitters, James Wyatt
Art Director: Kate Irwin
Senior Graphic Designer: Trish Yochum Senior Producer: Dan Tovar
Graphic Designer: Trystan Falcone Producers: Bill Benham, Robert Hawkey, Lea Heleotis
Additional Art Direction: Matt Adelsperger, Jeremy Jarvis, Kelly Product Engineer: Cynda Callaway
Digges, Dawn Murin, Andrew Vallas Imaging Technicians: Sven Bolen, Carmen Cheung, Kevin Yee
Art Administrator: David Gershman
Cover Illustrators: Jason Rainville, Kevin Tong Prepress Specialist: Jefferson Dunlap
Interior Illustrators: Steve Argyle, Volkan Baga, Ryan Barger, Steven
Belledin, Noah Bradley, Christopher Burdett, Sam Burley, Jason Franchise & Global Brand Strategy: Nathan Stewart
Chan, Yongjae Choi, Daarken, Jonas De Ro, Bastien L. Deharme, Executive Producer: Ray Winninger
Eric Deschamps, jesper Ejsing, Emrah Elmasli, Jason Felix, Evyn Director of Licensing & Publishing: Liz Schuh
Fong, Lucas Graciano, Lars Grant-West, Nils Hamm, Yeong Licensing Manager: Hilary Ross
Hao Han, Alex Horley-Orlandelli, Ralph Horsley, Tyler Jacobson, Marketing and Communications: Bart Carroll, Pelham Greene, Chris
Jaime Jones, Igor Kieryluk, Mathias Kollros, Karl Kopinski, Yigit Lindsay, Shauna Narciso, Lysa Penrose, Emi Tanji, Greg Tito,
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Willian Murai, Terese Nielsen, James Paick, David Palumbo,
Ryan Pancoast, Adam Paquette, Jung Park, Claudio Pozas, Steve Many thanks to the hundreds of playtesters whose efforts made this
Prescott, Vincent Proce, Andrea Radeck, Chris Rahn, Chris Rallis, a better book. We couldn't have created this without you!
ON THE COVER
The invulnerable hero, Haktos the Unscarred, leaps into battle with While the gods look on, the immortal struggle between Haktos
a Nyxborn hydra, taking part in the most recent telling of a myth and the hydra plays out in the stars of Nyx, a glimpse of eternity
repeated through the ages. Jason Rainville brings this legend to life. captured by Kevin Tong.
Disclaimer:
620C7893000001 EN Truly, what mo rtal's poor stri11ing can weather the scheming ofheaven?
CE
Heliod reaches for rulership; Purphoros never accepts him.
ISBN: 978-0-7869-6706-3 Kruphix but watches, and mortals are left to the whims of the fates, or
First Printing: June 2020 Torn in the claws of the furies; only a hero denies them.
-The Callapheia
9 8 7 6543 21
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, the dragon ampersand, Player's Handbook, Monster Manual, Dungeon Master's Guide, Theres, Magic: The Gathering, the
planeswalker symbol, and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All char
acters and their distinctive likenesses are property of Wizards of the Coast. The materials described in this statement are protected under the copyright laws of the United States of
America and around the world under international intellectual property treaties. Any reproduction or unauthorized use of the materials contained herein or artwork co n t ain e d herein is
prohibited without the express written permission of Wizards of the Coast.
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• Printed in the USA. ©2020 Wizards of the Coast LLC, P O Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boechat 31, 2800 Delemont, CH.
Represented byHasbro Europe 4TheSQuare Stockleypark Uxbridge Mjdd!esex UBJJ JET UK
CONTENTS
Welcome to Theros. .... . .... . . ........................ 5 Asphodel and the Despair Lands .... 100 Archons . ... ....... ... ...... ...
. . . . . ................... .. 212
Dreams of Divinity ... ... . . .
.. ........................... 5 Odunos . ............ ........... ........ ... .
. . . ... ........ 101 Archon of Falling Stars.. ... . ............ 212
History and Myth........ .... .. .. ... .. . . . .. ....... ....... . 7 The Siren Sea .......................................... 102 Ashen Rider . . . .. .. . .... ... . .. ........ ... ...... 213
. . .
Skola Vale Revels. .......... ... ... ... . 103 Chimera . .. .. . . ....... ....... 216
Races ... ... . .. .. .. .. .... 17
. . .. . ... ... ......... .. .. ............. . .
. . .. ....................... ...... . .. .. .. .
Features of the Skola Vale..... ... ... 103 Colossus of Akros .. ... ..... 218
Human .. . ... ... ... . ...... 17
. . ... .................. .. .
........................ .
. ... .. . . .
The Katachthon Mountains ............ ... . 104 Demons of Theres .. . .. ......... 219
Centaur .. . . .. . ... . ... 18
. . . ............ .. .
........................ ... ... ... .. ...
Nyx . ... ........ .. . .. .... ... ... ... 105 Nightmare Shepherd. 220
Satyr... ... . . ... .............................................. 24 ................ .. . ... . .. . . . .....................
Divine Characteristics 33
. . . . . .
.
Aphemia the Dissonant Song 226
................. ............
Athreos....................................................... 116
.......
Heliod . .. . 128
... . . . .. .
Iroas . .. 132
... .. . . .. . . .......
Karametra 136
. . . . . .
Athreos .. .. .. 37
.................................................
Ephara .. . . . 40
. . . . . .... .. .. .. .. . .. .. . ..
Klothys... . . . .. .. . .. . 144
............ .. ..... . . ..................
.
Erebos ............. ... . 43
.. ..... ..... ........... .. ... .. . ...... ...
Kruphix . . . .. .. . 148
.. .. .. .. ...............
Pharika ... ... ........ ... ................ .... .... ..... 160
. .
Keranos. ... . .. .. . . 55
....... . .
Klothys .. . . . . . . . . 58
Nymphs............. ... .......... ... ............ . 234
.. . ................. ... ............ ... ........ .
Thassa........................................................ 172
. . . . .. . . .........
The Mortal Realm .. . .. ... ... ....... . 83 Returned Palamnite :.................. 240
Journey into Death. ...... .. . 181
........... . .. .. . . ....
. . .. ................
Akros ... ....... ........ 86 Satyr. ... ... ... .. . ... ..... ... . 242
Paths of Escape ......... ........ ... .... .. .. 182
. . ........................................ . . . . .... ..... . ... . ............
. . . . .. .
Akros's Surroundings 88 Satyr Reveler... .... . . . ... .... .... . ... .... . 242
Beyond Death . ... . . . ... ....... ... ... 183
.......................... . . . . . .
. .. ... . . ... . .. . .
Setessa's Surroundings .. ....... ... ... ... 94 . . . . Ch. 6: Friends and Foes .. ..................... 203 Woe Strider ..... ... .............. ................. 247
. . .
Oreskos........................................................ 96 Nyxborn Creatures. ....... .............. .... ... ..... 203 Mythic Monsters ...... ........... ....... .... .... .... 248 . .
Leonin of Oreskos ................................ 96 Classic Monsters ...... ... ...... ................. ... 204
. . Arasta of the Endless Web ............... . 248
Grasslands of Oreskos ........................ 97 Bestiary..................................................... 208 Hythonia the Cruel ............................. 251
Phoberos and Skophos...... .... ... ... ... ..... 98 . . . . Amphisbaena ...................................... 208 Tromokratis... ........ . .............................. 254
Minotaurs of Phoberos ........................ 98 Anvilwroughts...................................... 209
lndex . . . .. .. . .. .
. ... . . .. .. ... .
... .. ........... ................ . 256
City of Skophos...................................... 99 Anvilwrought Raptor ......................209
Badlands of Phoberos.......................... 99 Bronze Sable .................................... 210
Realms of the Returned......................... 100 Burnished Hart....... ... ... . ...... . . . . ...... . . 210 � .
The Returned....................................... 100 Gold-Forged Sentinel ...... ... . .. ..... . . .. 210 ..·
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HEY WERE ALONE ON THE GLASSY BLUE Chapter 3 turns to the mortal world, the lands in
ocean. A waterfall stretched endlessly along which the epic adventures of Theros unfold. It covers
the three city-states of humanity, the wild lands of leonin
the horizon line. The water at the edge of the
and minotaurs, the great forests and wide plains where
world was like a placid pond, as if enjoying a satyrs revel and centaurs roam, and the seas where
last few seconds of existence before cascading over the edge tritons dwell and titanic monsters lurk. It also offers
glimpses into the divine realm of Nyx and the dismal
in a raging torrent of white-capped water.
realms of the Underworld.
Directly in front of them was Kruphix's Tree. Two enor
Chapter 4 builds on the guidelines in the Dungeon
mous trunks were separate at the base, but they arched Master's Guide, highlighting adventures set in Theros.
toward each other and joined at the top in a single leafy Maintaining a focus on the gods, it presents omens that
might launch heroes on the road to adventure, details
crown. Stars glittered beyond the waterfall, but the back
hundreds of plot hooks, includes maps of potential
ground was milky violet with tinges of deep blue. The sea adventure locations, and presents a short introductory
water that plummeted over the edge disappeared into the adventure you can use to launch your campaign.
.. ·
WELCOME TO THEROS
5
A single individual can't do anything to make the gods
FATE AND DESTINY
less real or change the nature of a god. Threatened with
the wrath of Heliod, for example, a mortal can't simply Two closely related concepts loom large in the way
"disbelieve" the god out of existence or turn his wrath to mortals think about their place in the world: fate
kindness. It's the collective unconscious of every sapient and destiny.
being on Theros that shapes reality, and changes to that The idea of fate is that the course of each mortal's life
reality occur on the scale of ages, not moments. is predetermined, spun out in a tapestry woven by a trio
In practical terms, then, the gods of Theros are no less of semidivine women, the Fates. Gods aren't bound by
real, powerful, or important to Theros than the gods of the strands of fate, their lives and legends constantly
other worlds are to those worlds. Notably, though, these changing and endlessly uncertain. In the case of most
gods have influence only over Theros and the two planes mortals, it's thought they plod along their predetermined
connected to it: Nyx, the starry realm of the gods, and path from beginning to end, carrying out the tasks ap
the Underworld, eventual home of all die. pointed for them until they complete their journey to the
Underworld.
Gons AND DEVOTION This fairly bleak view of existence is undermined by
the heroic ideal exemplified in myths, legends, and the
The central conflict in Theros is among gods, striving
lived experience of Theros's people. Heroes, by defini
against each other over the devotion of mortals. Mortal
tion, are people who defy the predetermined course of
devotion equates to divine power: when people fervently
fate. They take their fate into their own hands and chart
pray to a god, when they piously observe the god's rites
their own courses, striding boldly into the unknown,
and sacrifices, and when they devoutly trust in the god's
striking down supposedly invincible foes, and resisting
divine might, the god becomes more powerful.
the will of gods. Their proud defiance of fate is rewarded
The competition for mortal devotion isn't necessarily
when they at last complete their mortal journeys; worthy
a zero-sum game. The people of Theros don't believe
heroes spend their afterlives in Ilysia, the fairest realm
in one particular god to the exclusion of others, and the
of the Underworld, where they finally rest from the
most pious people pray to all the gods with equal fervor.
struggle of their lives. In many cases, their works also
But a deity's goal is to increase the number of people
live on, both in the stories of future generations and re
who, when faced with peril, will call on that god for help.
peating in the night sky among the stars of Nyx.
It's that trust, that reliance, that faith that gives the gods
Destiny is different. The strands of destiny are spun
their power, not merely ideas and concepts.
from the hair of the ancient god Klothys, but they don't
Mortal beings-heroes and monsters alike-often
chart a predetermined future. Destiny establishes the
become unwitting pawns in the contests of the gods.
order of things, the hierarchy of being, the relationship
Having a powerful champion is an indication of a god's
between gods and mortals, the instincts and impulses
power-and can potentially increase the god's own
that govern mortal behavior, and other aspects of the
power. A champion who acts as an agent of a god among
way things are. Gods and mortals alike are constrained
other people helps increase those people's devotion to
by the threads of destiny. Mortals can do little to alter
the god. And if a hero should happen to strike down the
them, but more than once the arrogance and presump
agents of a rival god along the way, all the better.
tion of the gods have caused the strands of destiny to
become tangled. The god Klothys enforces the bounds
of destiny. She isn't only the spinner of destiny's strands
but also an avenging fury, punishing the foolhardy gods
who tangle them.
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WELCOME TO THEROS
6
TH& HU1>Tl!:R
More than just for their deeds, heroes fill an important always speak in the most general terms. An event of
role among the inhabitants of Theros. Legendary heroes just ten years past happened "many years ago," and
form a vast collection of well-known archetypes whose the founding of Meletis in the distant past happened
deeds create cultural touchstones and shape modern "many, many years ago." In Theros, history transforms
philosophies. They also embody the potential of mor into myth more quickly than it does in other worlds,
tals to be more than mere drops in the raging river of becoming generalized, vague, and moralistic. And be
fate. Tales of heroes teach that greatness is achievable cause the gods are so deeply involved in mortal affairs,
and that there is more to the world than what any one it's often impossible to distinguish between the myths
individual knows. The people of Theros see the truth of divine activities and the scraps of historical fact in
of this in the powers of the gods and in the immortal these records.
constellations that fill the night sky. Even as the names The origin and generations of the gods-from the pri
of individual heroes might eventually fade away, their mordial titans to the modern pantheon now worshiped
deeds live on as heroic archetypes-such as in the case in Theros-are described in chapter 2. The world's
of the nameless champion in the renowned epic, The myths also fill this book, stories that still resonate in the
Theriad. These archetypes teach and inspire, whether dreams and ambitions of Theros's people. These myths
they're represented in tales of journeys or creation, in are noted in distinct sections, with the first appearing in
sculptures rising above polis roofs, or in the temples of chapter 1. Yet the largely agreed upon history of mortal
the gods. Throughout Theros, those who seek greatness folk on Theros occurred more recently and is thought to
typically begin by deciding what heroic archetype they have unfolded as follows.
WELCOME TO THEROS
7
After the fall of Agnomakhos and the other archons of
AGE OF TRAX
Trax, humans and minotaurs waged a bloody war in the
Human history vaguely recalls an era just before the highlands. The poleis of Akros and Skophos were born
birth of modern human civilization, called the Age of from that bloodshed, inspired by the martial doctrines
Trax. This semi-mythical era, nestled several centuries of Iroas and Mogis rather than the legal code of Ephara.
back in the fog of historical memory, is marked by the Eventually the years of war settled into an uneasy peace
rule of supernatural beings called archons. with the badlands of Phoberos as a barrier separating
The archons of Trax are said to have come from the poleis from each other.
unknown lands to the north and established a heavy Meletis, Akros, and Skophos perpetuated the stark
handed rule over the humanoids of Theros. Many peo division between civilization and nature that was inher
ples remember this as a time of oppressive servitude, ent in the archons' rule. While most humans (and mino
when they were forced into the armies of the tyrant taurs) embraced that division, the god Karametra tried
Agnomakhos. The archons dubiously suggested that to teach people a new way of living in harmony with
their rule actually protected the weaker species-cen nature, leading to the founding of Setessa.
taurs, humans, leonin, minotaurs, and satyrs-from the
dangers of far more powerful beings. Giants, demons, AGE OF HEROES
and medusas are said to have ruled kingdoms of their
The uncounted centuries since the fall of the archons
own in those days, and tales tell of Agnomakhos leading
have been marked by the exploits of great heroes, many
his leonin soldiers to repel an invading army of giants.
of which are recorded in works of epic prose and poetry.
Dragons, krakens, and hydras are also said to have
Three major narratives remain widely retold and stud
grown to even greater size in those days than they do
ied: The Akroan War, The Callapheia , and The Theriad.
now, annihilating whole nations and carving untold ca
The epic tale of the Akroan War is only nominally a
tastrophes across the land.
history of the long siege of Akros, precipitated by the
queen of Olantin abandoning her husband and going to
BIRTH OF THE POLEIS �������
live with the Akroan king. With the war as a backdrop, a
The end of the Age of Trax corresponds roughly with the nameless poet spins tales of gods and heroes, victories
rise of the fourth and latest generation of gods, whose and tragedies. The death of the triton queen Korinna,
interests lie in the application of more abstract princi and the resulting birth of the Dakra Isles from Thassa's
ples to the realities of mortal life. Three of these gods falling tears, is a tale told incidentally, by way of compar
Ephara, Iroas, and Karametra-played significant roles ison to the grief of the Olantian king. The tale of Phenax
in the establishment of human civilization, in opposition escaping from the Underworld is told to explain the
to the archons. origin of a phalanx of the Returned that comes to fight
The goddess Ephara inspired and equipped two hu alongside the Olantian forces. And when the sphinx
man heroes, Kynaios and Tiro, to overthrow the archon oracle Medomai appears and foretells the fall of Olan
Agnomakhos. Divergent tales describe their history tin, the poet tells of Medomai's earlier prophecy of the
following the defeat of the tyrant. Some claim that they destruction of Alephne-a tragedy that could have been
warred with each other for control over the region and averted had anyone believed the sphinx's dire warning.
that only their eventual death paved the way for the The saga of Callaphe the Mariner, told in The Calla
peace that allowed the new polis of Meletis to flourish. pheiea, is a more coherent narrative focused on a single
The truth is that they ruled Meletis peacefully together, hero and her exploits. Known as the greatest mariner
established its legal code, and defended it for decades. who ever lived, Callaphe was a human trickster from
. ..
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WELCOME TO THEROS
8
Meletis who sailed a ship called The Monsoon. She was
the first mortal to decipher the secret patterns of the LANGUAGES
winds (provoking Thassa's ire), and she sailed over the Theros is not the most cosmopolitan of worlds, and a
edge of the world and into Nyx to claim her place among relatively small number of languages are used in its
the stars. The tales of her adventures are a mythic tour lands and sea. The citizens of the three human poleis
of the Dakra Isles and the coast lands of Theros, de (Meletis, Akros, and Setessa) speak their own dialects
scribing a panoply of creatures, nations, and marvelous of the Common language, mutually intelligible but just
phenomena-some of which still exist as described in its different enough to identify the speaker's native land.
verses, though others are lost to history or myth. Leonin and minotaurs have their own languages, and
The Theriad is a different sort of epic, closely associ tritons speak the Aquan dialect of Primordial. Centaurs
ated with the worship of Heliod. At a glance, it appears and satyrs speak distinct dialects of Sylvan, and differ
to be about a champion of Heliod who is never named ent bands of centaurs even pronounce the same words
but simply called "the Champion." A closer read, though, differently. Giants and cyclopes share one language.
reveals that the tales take place over the span of centu Dragons and sphinxes have distinct languages rarely
ries and the identity of the Champion changes from tale spoken among mortals of Theros, and the gods them
to tale. In fact, The Theriad is a compilation of tales de selves speak in a unique language that few beyond mor
scribing the exploits of many different champions of the tal oracles can understand.
sun god. It is widely believed that some tales are actually
prophecies of champions yet to come. STANDARD LANGUAGES
Language Typical Speakers Script
RECENT MEMORY
Common Humans Common
The Age of Heroes has not yet come to an end, and more
Giant Cyclopes, giants Minotaur
epics will surely be sung and written as more heroes
Leon in Leon in Common
take their destinies into their own hands and chart their
Primordial Tritons Common
paths to the stars. The heroes of recent memory-Hak
tos the Unscarred, Siona and her crew on the Pyleas, Minotaur Minotaurs Minotaur
Kytheon Iora, Elspeth and Daxos, Anax and Cymede, Sylvan Centaurs, satyrs Elvish
WELCOME TO THEROS
CHARACTER CREATION
ents to whom the God of Victory has given the strength to weight. As with your character's ideal, think on a legend
ary scale as you define your character's bonds.
serve and protect the people. Everyone always said I was
What if a person mentioned in your bond is actually
born a hero. a god? Consider this twist on a bond from the urchin
-Matt Knicl, "The Hero of Iroas" background in the Player's Handbook: "I owe my sur
vival to Phenax, god of thieves, who taught me to live on
What makes a hero? Is it a quality of birth that sets the streets while disguised as another mortal urchin." In
some mortals above others? Is it a blessing from the this case, the secret divine identity of the person in the
bond makes the bond more significant.
gods? Is it a matter of fate, spun out in the strands of a
divine tapestry, charting the course of a hero's life from
TRAGIC FLAWS
miraculous birth to glorious end?
The heroes of Theros don't often conform to tidy defi
If you're reading this, the answer is that you make a
nitions of heroic morality and virtue, and they are often
hero, of course. In Theros, player characters and heroes
laid low by their own flaws. The Player's Handbook
are synonymous, being rare individuals whose deeds
encourages you to think of "anything that someone
aren't bound by fate, who willfully stray from the paths
else could exploit to bring you to ruin or cause you to
laid before them and chart their own courses.
act against your best interests." For a hero in Theros, a
This chapter describes playable races of Theros, new
tragic flaw is something that the gods themselves might
subclass options, a new background, and their places
exploit or punish, with hubris being the classic example.
in the world. It also includes a description of the super
The gods of Theros aren't so concerned about "ordi
natural gifts that set the heroes of Theros above the
nary" flaws like addiction or laziness. Rather, consider a
ordinary mortals of their world. But it begins with the
tragic flaw involving something you don't want a god to
question of what makes your character a hero.
learn or certain to provoke a god's anger.
For example, some of the flaws listed for the out
HEROIC DRIVE lander background in the Player's Handbook could
The defining characteristic of a hero in Theros is their put a character into conflict with a god. "I remember
heroic drive-the force that impels them to l ive a life every insult I've received and nurse a silent resentment
worthy of great epics. Ordinary mortals across the mul toward anyone who's ever wronged me" could cause sig
tiverse are driven to extraordinary deeds when they are nificant problems when the character nurses a grudge
called on to pursue their ideals, to protect their bonds, against a god.
and to overcome their flaws. In Theros, heroic drive A tragic flaw can also be supernatural in nature. A
stems from the same sources, but the power of fate and hermit who harbors "dark, bloodthirsty thoughts that
myth destines every character for legend; all one must my isolation and meditation failed to quell" might have a
do is act and discover their own immortal tale. sinister connection to the vicious god Mogis.
....
3 I was created decades ago a n d , fea r i n g that I ' m grow can't cast it in this way again until you finish a long rest.
Wisdom is your spellcasting ability for this trait.
i n g obsolete, recently fled Mou n t Ve l u s .
Reject the Gods. You can't gain or lose piety to any
4 Purph oros regrets my creation and wants to reforge
god. You instead gain the following traits at the charac
m e into somet h i n g better.
ter level listed in each one. Wisdom is your spellcasting
5 Purphoros i nte nded me to carry on h i s work by mak ability for any spell that you cast through these traits.
ing even greater creations of my own.
6 Someone in Mount Ve l u s i m p lanted a terrible secret ICONOCLAST HERO
wit h i n m e in order to s m uggle it out i nto the wo rld. 5th-level Iconoclas t trait
You can cast dispel magic with this trait. Once you do
so, you can't cast it in this way again until you finish a
long rest.
this way again until you finish a long rest. freshes my strength when I rest on it. (Durable)
The stars of Nyx are never h idden from my sight, reveal
In addition, when you cast dispel magic using your
•
Sphinx's Shroud. You are immune to any effect that i n the m i nds ofTheros's people and their place as tales
that endlessly p l ay out a mo n g the constellations of Nyx.
allows other creatures to sense your emotions or read
your thoughts. Wisdom ( Insight) checks made to ascer
tain your intentions or sincerity have disadvantage. NYXBORN
Born from the minds of the gods, the creatures that pop
I N S C RUTABL E CHA RACT E R I ST I CS
ulate the gods' realm are called Nyxborn. Nyxborn crea
d6 Characteristic tures resemble mortal beings, but philosophers debate
I was e d ucated by a s p h i n x i n the Dakra I sles. their true character. Are they idealized forms of mortal
2 I am a devout adh erent to o n e of M e letis's schools of beings, free from the imperfections and transience that
p h i l osophy (detailed in chapter 3). causes mortals to suffer and die? Or are they hollow and
3 I o n ly speak in the past tense, as if a l l t h i n g s I say soulless shades, lacking the authenticity and pathos that
make mortal existence worthwhile?
have a l ready transpired.
A Nyxborn is like a fragment of divinity, an idea or a
4 I have sworn a vow to al low no l i v i n g person to see
dream that is incarnate. You embody an idea-like the
b e h i n d the m a s k that covers my face at a l l t i m e s .
way leaves turn toward the sun or the feeling of ocean
5 Why wou l d n ' t I p h rase every statement as a qu estion? sand between the toes, the way the heart stirs when the
6 I was born a s p h i nx, but a god cu rsed me i nto h u m a n tide of battle changes or the sadness that lingers when
oid form and s a d d l e d m e w i t h the lim its o f mortal remembering a happy moment of childhood.
knowledge. I wo n ' t rest until I break the curse. These ideas, dreams, memories, and feelings are the
stuff Nyx is made of, and a Nyxborn is shaped from that
raw material. You might have been specifically crafted
LIFELONG COMPANION
by one of the gods to serve a certain purpose. Or your
Behind many heroes is another hero whose greatness existence could be an accident caused by a confluence of
comes from the support and love they offer. Haktos had supernatural forces. The Nyxborn Origin table offers a
his beloved Perynes, Renata was accompanied by her handful of suggestions that might explain how you came
servant Karados, and Siona sailed with her devoted to be, and the Nyxborn Quirks table describes some spe
crew. Like these partners, you are great and make
cial effects that might linger around your person.
others great. Consider the Companion Relationships
Additionally, you gain the following traits.
table when determining your legendary connection. Any
Cloak of Stars. As an action, you wrap yourself in a
relationship with another player's character requires starry cloak, appearing like a silhouette formed of the
that player's consent. Additionally, you gain the follow
night sky. When you do, attack rolls have disadvantage
ing traits.
against you. This cloak lasts for 1 minute, until you doff
Boon Aura. Your allies within 5 feet of you have ad it (no action required), or until you die. Once you use this
vantage on saving throws against being frightened or
trait, you can't use it again until you finish a long rest.
charmed, provided you aren't incapacitated.
Nyxborn Resistance. You have resistance to necrotic
Companion's Protection. When a creature you can
and radiant damage.
see within 5 feet of you is hit by an attack roll, you can
use your reaction to cause the attack to hit you instead.
NYXBO R N O R I G I N
Once you use this trait, you can't do so again until you
d6 Origin
finish a long rest.
One of my parents is a nyxbor n , a nym p h , or some
d6 Relations hip 2 I was formed from Nyx by one of the gods to serve as
a divine e m issary.
Another character is my lover or dearest fri end.
3 I ' m a s i d e effect of some other divine actio n .
2 Another c h a racter is my s ib l i n g.
4 A god witnessed my b i rth, m a k i n g me what I a m .
3 Another c h a racter is my parent or c h i l d .
5 I was rescued from the Underworld a n d took on s u
4 Another character is a cham pion of my god.
pernatural characteristics w h e n I returned to l i fe.
5 After a d m i r i n g a n other ch aracter fro m afar, I've finally
6 I'm a song or other work of art brought to l ife .
won a position by their side.
6 I want noth i n g more than for a n other character to
recognize my devotion a n d love me i n return .
.
-
NYXBO R N QU I RKS
MYTH OF THE FIRST KINGS OF MELETIS
d6 Quirk I n ages past, the peoples of what would one day become
Whenever my weapon strikes someth i ng, t h e weapon Meletis were ruled by the archon tyrant Agnomakhos. Un
gives off a shower of starry sparks. checked for generatio n s , the vicious overlord carved out a
m i ghty e m p i re. W i l l i n g to e n d u re the i m mortal's cruelty no
2 My h a i r moves as if in a perpetual breeze.
lon ger, the heroes Kynaios and Tiro-u nited by their love
3 My a n ger s m e l l s l i ke b u r n i n g autu m n leaves. of freedom and one a n other-rose to challenge h i m . The
4 When the s u n s h i nes on me j u st so, I g l i m m e r with people ra l l i ed to their cause, and t h rough strength of arms,
m a ny colors. magic, and devotion, they defeated Agnomakhos. The polis
of M eletis rose from the ruins of the archon's e m p i re, estab
5 My l a u ghte r causes nearby birds to erupt i n song.
l i s hed as a beacon of freedom and e n l ighten ment, and its
6 People who s l eep near me always d ream of t h e sea. people chose Kynaios a n d Tiro to be its first k i n g s .
O RACLE
You gain the following traits.
You possess a precious gift coveted not just by mortals
Ears of the Oracle. You can speak, read, and write
but by the gods themselves: the gift of clear communica
Celestial, the language of the gods. In addition, a god
tion between the mortal and divine realms. As an oracle,
might deliver a message through you, and you can de
you can perceive the whims of the gods and petition
cide whether to use your own voice or to allow the god's
them for glimpses of their vast insight. This gift also
voice to come through your mouth to deliver the mes
comes with a curse, though, which typically takes the
sage, translated into any language you speak.
form of dire insights. Consult the Oracle Curse table to
Oracle's Insight. The gods give you fl.ashes of insight
determine what unwanted revelations you receive.
that help you bring your efforts to fruition. When you
The gods seek mortal oracles to act as their agents. As
make an ability check, you can roll a dlO and add the
a result, most oracles devote themselves to the service
number rolled to the check. You can wait until after you
of a single god and learn to ignore the voices of all oth
roll the d20 before deciding to add the dlO, but you must
ers. Occasionally, two gods agree to share the services
decide before the OM says whether the roll succeeds or
of an oracle. Oracles who try to remain independent
fails. Once you use this trait, you can't use it again until
often find themselves pursued by the agents of evil gods
you finish a short or long rest.
who would bind them to the god's service, if necessary.
You can cast augury as a ritual with this trait. Once you say a n yt h i n g t o prevent it.
do so, you can't cast it in this way again until you finish 2 Peo ple who cons u l t m e fo r i nfo rm ation rarely believe
a long rest. the a n swers I give t h e m .
3 I 'm h a u nted b y nightmares forete l l i n g t h e deaths of
SEER
people I 've never met.
Piety 10+ Oracle trait
4 I ' m often distracted by the s i ghts a n d sounds of
You can cast divination as a ritual with this trait. Once
t h i n gs that other people can't perceive.
you do so, you can't cast it in this way again until you
5 A horrible monster in Nyx watches me constantly,
finish a long rest.
a n d I see it every time I venture outdoors .
S I BYL 6 Any t i m e I grow close to someone, I see them aged ,
Piety 25+ Oracle trait dying, or dead.
You can cast commune as a ritual with this trait. Once 7 Whenever I receive a divine vision, I get a n i ntense
you do so, you can't cast it in this way again until you pain in my head o r ch est.
finish a long rest. 8 One of the gods i n tends to u se m e as an oracle
You also can't be surprised, provided you aren't in whether I want to l i sten o r not.
capacitated .
.
-
wo u n d s cl ose too qu ickly to become mortal i nj u ries. Female Names: Agathe, Alesta, Arissa, Brigone, Cal-
2 I swal lowed a magic stone that fel l from Nyx, which laphe, Corisande, Hira, Hypatia, Iadorna, Ianthe,
made my s k i n hard as rock. Lidia, Luphea, Nymosyne, Olexa, Polyxene, Psemilla,
....
LAGO N NA MERCHANT FAMIL I E S brutal and greedy, but they are clever as well, and under
stand the value of strategic leadership.
Lagonna centaurs travel i n small merchant family bands
called guri. These groups frequently trade with Meletis,
which provides the biggest market for their wares, but
they also do business with Setessa and smaller commu
nities within Akros's lands. LAGONNA BANO CENTAUR
PHERES RENEGADES
Pheres band members survive by working and fighting
together, but still some centaurs choose to strike out Size. Centaurs stand between 6 and 7 feet tall, with
on their own. These renegades often feel like outsiders their equine bodies reaching about 4 feet at the withers.
in their own band. They might be pacifists, wishing to Pheres centaurs tend to be slightly larger than Lagonna
learn about other people rather than fighting them. Or centaurs. Your size is Medium.
they might feel a restlessness in their soul that nothing Here's how to determine your height and weight ran-
else can soothe. Though renegades build their own life domly, starting with rolling a size modifier:
away from the band, most retain some connection with
S ize m odifier = l d l O
their past. Some stories tell of renegades returning to
H e i ght = 6 feet + yo u r size m o d i fier i n i n c hes
help their band in times of need before disappearing
Weight i n pounds = 600 + (2d l 2 x you r size m o d i fier)
once more.
Speed. Your base walking speed is 40 feet.
CENTAUR NAMES Fey. Your creature type is fey, rather than humanoid.
Lagonna centaurs tend to favor names of three or four Charge. If you move at least 30 feet straight toward a
syllables, often borrowed from cultures they have met target and then hit it with a melee weapon attack on the
during their travels. Pheres centaurs tend to have same turn, you can immediately follow that attack with a
shorter, sharper sounding names, often appended with bonus action, making one attack against the target with
an honorific gained in battle. your hooves.
Female Lagonna Names: Honotia, Kelitia, Lileo, Meloe Hooves. Your hooves are natural melee weapons,
Male Lagonna Names: Aughus, Dririos, Ormasos, which you can use to make unarmed strikes. If you hit
Volien with them, you deal bludgeoning damage equal to ld4 +
Female Pheres Names: Bido, Daxa, Saya, Tesia your Strength modifier, instead of the bludgeoning dam
Male Pheres Names: Eno, Roth, Skelor, Stihl age normal for an unarmed strike.
Pheres Honorifics: Threekills, Razorhoof, Unsleeping, Equine Build. You count as one size larger when de
Daggereye, Silentstep termining your carrying capacity and the weight you can
push or drag.
CENTAUR TRAITS In addition, any climb that requires hands and feet is
Your centaur character has the following racial traits. especially difficult for you because of your equine legs.
Ability Score Increase. Your Strength score in When you make such a climb, each foot of movement
creases by 2, and your Wisdom score increases by 1. costs you 4 extra feet instead of the normal 1 extra foot.
Age. Centaurs mature and age at about the same rate Survivor. You have proficiency in one of the following
as humans. skills of your choice: Animal Handling, Medicine, Na
Alignment. Centaurs are inclined toward neutrality. ture, or Survival.
Lagonna centaurs tend to be more lawful, while Pheres Languages. You can speak, read, and write Common
centaurs are more often chaotic. and Sylvan.
....
as imperiousness. While this can reassure their allies, twist of fate and try to get on with my life.
it can also suggest defiance in the face of what they per 5 I wish that I co u l d be as n a ive as h u mans a n d other
ceive as imposed authority or unworthy experts. mortals who actua l l y t h i n k the gods are l o o k i n g out for
them. I m i ss that kind of i n n ocence.
QU I C K TO QUARREL 6 I don't talk about it a m o n g other l e o n i n , but I actu a l l y
Other peoples often perceive leonin as quick to take
revere t h e g o d s and t r y t o p l e a s e them b y my actions.
offense, intolerant of criticism, or belligerent. The truth
is that many leonin simply enjoy fighting, whether verbal
or physical. They take pleasure in argument, wrestling,
sparring, and even battle, enjoying the opportunity to
exercise their minds and bodies.
It follows, too, that leonin aren't inclined to carry
grudges. A warrior might react with sudden violence to
an insult, but when the fight is over (and the leonin's su
periority proven), the insult is forgotten-along with the
vanquished foe.
. ..
·-
Along with their personal names, leonin identify them Darkvision. You can see in dim light within 60 feet
selves by their pride. A member of the Flintclaw pride of you as if it were bright light and in darkness as if it
with the personal name of Ziore, for example, would were dim light. You can't discern color in darkness, only
Size modifie r = 2d l 0
H e i ght= 5 feet + 6 i nches + your s i ze modifier i n i n ches
.. '
Weight i n p o u n d s = 1 80 + (2d6 x you r size m o d i fier)
...·
M I N OTAUR N AMESAKE
d8 Ancestor's Qualities
My na mesake defeated a m ass ive e n e my.
2 My n ames ake was known for fierce devotion to a god.
3 My n am e s a ke was a respected l eader of other warriors.
4 My n am e s a ke ran t h e e n t i re breadth of Phoberos in or-
d e r to warn t h e m i n otaurs of an Akroan attack.
5 My na m e s a ke was fa m o u s for great magical a b i l ity.
6 My n a m es a ke was a h e ro's devoted co m p a n i o n .
7 My na m e s a ke is reme m bered for i n cre d i b l e generosity.
8 My na m e s a ke was a great oracle.
""·
•.
MINOTAUR TRAITS Some legends c l a i m that M ogis created the m i n ota u rs , trans
Your minotaur character has the following racial traits. for m i n g h i s most bloodth irsty fo l lowers so that their h u l k i n g
These traits are also suitable for minotaurs in other b o d i e s resembled his o w n . H owever, w h i le the ta les t o l d i n
t h e l a byrinth-po l i s o f S kophos a ffi r m that M ogis rewarded h i s
D&D worlds where these people have avoided the de
m o s t devoted followers, they assert that these fo l l owers were
monic influence of Baphomet.
a l ready m i nota u rs , and a l l M ogis did was exalt them to an
Ability Score Increase. Your Strength score in
h o nored status. Among m i notaurs who wors h i p M o gis, these
creases by 2, and your Constitution score increases by 1 . heroes a re revered as s p i ritu a l if not l iteral ancestors. The
Age. Minotaurs mature and age a t about t h e same rate moral of this story is s i m ply that M o gis is a god who rewa rds
as humans. his faithful servants.
Alignment. Minotaurs who leave the walls of Skophos M i notaurs who don't fol l ow Mogis are q u ick to point out
have the opportunity to be free of its culture and pursue that this myth says noth i n g a bout the nature of m i notaurs.
chaotic alignments, while those who remain within The wors h i p of M ogis, they argue, is n o more i n herent to
the polis and its tyrannical regime tend toward lawful them than it is to h u m a n s , and m i n otaurs aren't destined
to a l i fe of s l a u ghter because of the c i rcu m stances of their
alignments.
creation. Perhaps most i m po rtantly, m i notaurs aren't an
Size. Minotaurs average over 6 feet in height, and they
offs h oot of h u m a n ity but a people i n their own right, and nei
have stocky builds. Your size is Medium.
ther their nature nor their destiny i s tied to a s i n gle god.
Here's how to determine your height and weight ran-
domly, starting with rolling a size modifier:
Hammering Horns. I mmediately after you hit a crea
Size modifi e r = 2d8
ture with a melee attack as part of the Attack action
H e i ght = 5 feet + 4 i nches + yo u r size m o d ifier in i nches
on your turn, you can use a bonus action to attempt to
Weight i n p o u n d s = 1 75 + (2d6 x your size modifier)
shove that target with your horns. The target must be
Speed. Your base walking speed is 30 feet. within 5 feet of you and no more than one size larger
Horns. Your horns are natural melee weapons, which than you. Unless it succeeds on a Strength saving
you can use to make unarmed strikes. If you hit with throw against a DC equal to 8 + your proficiency bonus
them, you deal piercing damage equal to ld6 + your + your Strength modifier, you push it up to 10 feet
Strength modifier, instead of the bludgeoning damage away from you.
normal for an unarmed strike. Imposing Presence. You have proficiency in one
Goring Rush . Immediately after you use the Dash of the following skills of your choice: Intimidation or
action on your turn and move at least 20 feet, you Persuasion.
can make one melee attack with your horns as a Languages. You can speak, read, and write Common
bonus action. and Minotaur.
....
SAT Y R ECC E N T R I C I T I E S
d8 Characteristic
Flowers are the most amazing things ever. I want to
p i c k t h e m , wear them, a n d d i scover their silent secrets.
2 There i s n 't a tree or statue that i s n 't fun to c l i m b.
3 N ot h i n g wards off bad l u c k l i ke a jolly d a nce.
4 S o meti m es t a l k i n g to a p l a nt really helps.
5 If stum ped, I sm oke a p i pe. And if I ' m going to s m o ke
a p i pe, it's goi ng to be a s p l e n d i d p i pe.
6 I i m a g i n e that my clothes are my glorious soul on d i s
p l ay fo r a l l the wo rld to behold, a n d I dress accord i n g ly.
7 H av i n g horns is the best. They are fun to deco rate, a n d
t h e y can p o p open an a m p h ora, n o p ro b l e m .
8 If I have something rea l ly i m portant to say, I always
m a ke s u re to sing it.
SATYR NAM E S
A satyr's name is a s playful and mischievous a s they are,
and each one is given when a satyr's personality shines
through. Most satyrs also give each other nicknames.
·.
D a l a kos cons idered h i m self a triton l i ke any other-curious,
q u ick- m i n ded , maybe even blessed with exceptional clever
ness by the god s . But he was u nfocused and easily d i stracted,
his potential scattered l i ke seeds o n stone. It wasn't u ntil a
kraken rose from the ocean's deepest depths a n d began a
rampage that th reatened Dala kos 's c o m m u nity that he was
forced to focus. As the beast d rew closer, Dalakos sought
ways to turn the m o n strosity from its path . H e worked day
and night, but u ltimately his plans fa i led. All that Dalakos
knew was destroyed, obl iterated by the m i ght of the krake n .
Yet t h e kraken carried o n , m o v i n g toward a coastal h u m a n
settlement. A m i d t h e r u i n s o f h i s h o m e, Dalakos had a rev
elation. Worki n g desperately, the triton crafted a m i raculous
device, o n e that ultimately laid low the kraken a n d saved the
tow n . Today, Dalakos resides i n side the kraken's s h e l l , where
he works day a n d night, his heart broke n , but his mind for-
• ever focused on bringing his gifts to l ife.
H e i ght = 4 feet + 6 i n ches + you r size modifier i n i n ches 15 hit points. Reducing a frozen section to 0 hit points
destroys it. When a section is destroyed, the wall's water
Weight in pounds = 90 + (2d4 x you r size modifi er)
doesn't fill it.
Speed. Your base walking speed is 30 feet, and you
have a swimming speed of 30 feet.
Amphibious. You can breathe air and water.
Control Air and Water. You can cast fog c loud with
this trait. Starting at 3rd level, you can cast gu s t of wind
with it, and starting at 5th level, you can also cast
wall of water with it (see the spell below). Once
you cast a spell with this trait, you can't cast
that spell with it again until you finish a long
rest. Charisma is your spellcasting ability
for these spells.
Darkvision. You can see in dim
light within 60 feet of you as if it
were bright light and in darkness
as if it were dim light. You can't
discern color in darkness, only
shades of gray.
Emissary of the Sea.
Aquatic beasts have an ex
traordinary affinity with
your people. You can
UNFAILING I N SPIRATION
SUBCLASS OPTIONS 6th-level College ofEloquence feature
At 3rd level, a bard chooses a Bard College and a pal
Your inspiring words are so persuasive that others feel
adin chooses a Sacred Oath. This section offers the
driven to succeed. When a creature adds one of your
College of Eloquence for bards and the Oath of Glory for
Bardic Inspiration dice to its ability check, attack roli, or
paladins, expanding their options for that choice.
saving throw and the roll fails, the creature can keep the
·-
gain all expended uses when you finish a long rest.
AURA OF ALACRITY
7th- and 18th-level Oath of Glory feature
6 Pan kration (mixed u n a rmed combat) 3 My m istake got someone h u rt . I ' l l never m a ke that
7 H op l ite race (racing in fu l l a r m o r with a u n it) m i stake again.
8 Pentath l o n (ru n n i n g , l o n g j u m p, d i scus, jave l i n , 4 I w i l l be the best for the honor a n d glory of my home.
wrestling) 5 The person who trained me is the most i m portant
person in my wo rld.
FEATUR E : E C HOES O F VICTORY 6 I strive to l ive up to a specific hero's example.
You have attracted admiration among spectators, fellow
athletes, and trainers in the region that hosted your past AT H L E T E FLAWS
athletic victories. When visiting any settlement within
d6 Flaw
100 miles of where you grew up, there is a 50 percent
chance you can find someone there who admires I i n d u lge in a habit that threatens my reputation or my
� I
....
BIRD SHRIEKED AS IT TOOK FLIGHT FROM The god Kruphix is able to confine them to Nyx, pre
a branch above her. Through the gaps in the venting any direct interaction between the gods and the
mortal world.
rustling canopy, she could see the god-forms
Likewise, the gods aren't omniscient, though they see
shift in and out of focus. The night sky was and hear everything that occurs inside their temples
known as Nyx, the realm of the gods. Every night, the heav and before their altars. They have perfect recall of ev
ens displayed fleeting visions of gods and celestial creatures. erything they experience. Certain liminal spaces-cave
mouths, shorelines, crossroads, forest edges, and so
Some lingered forjust seconds. But sometimes the pantheon
on-enable mortal voices to reach the gods as well,
enacted entire scenes for mortal eyes to witness. Lidia rarery though most gods have little reason to pay attention to
took time to step outside her home and watch the heavens, what is spoken there.
Gods can speak directly to their oracles. They can
but now there was no place else to rest her eyes. Tonight
appear in the dreams of mortals or manipulate natural
the god-forms were vivid, and her heart beat faster as she phenomena to create omens. They can also create Nyx
watched their battle unfold. born creatures to serve as messengers or emissaries.
-Jenna Helland, Godsend Gods grant their clerics the ability to cast spells, and
they can effortlessly duplicate the effect of any spell they
could grant (any spell on the cleric spell list, as well as
A pantheon of fifteen gods guides religious life on
any domain spell from their domains). They also have
Theros. From the sun and agriculture to death and pas
broad influence over aspects of the world associated
sage into the Underworld, the gods oversee the forces
with their portfolios, beyond what can be defined by
of nature and the most important aspects of mortal life.
spell effects. For example, Purphoros can make a vol
These gods are quite real to the people of Theros, who
cano erupt, and Thassa can call up a tidal wave. Gods
see them moving across the sky at night and sometimes
can bestow supernatural blessings on mortals, and they
encounter them face to face. Thus, most people perform
can lay terrible curses (such as when Mogis turned a
rituals and devotions that honor various gods, hoping to
herd of cattle into catoblepases).
win their favor and stave off their wrath. They tell and
The gods can assume any form they choose. They
retell the stories of the gods' deeds-even as they watch
most commonly appear as humanoids-the form in
those stories continue to play out in the vastness of the
which the people of Theros most easily imagine them
night sky.
but on an enormous scale. They often seem to be walk
Not every mortal serves or acknowledges the gods,
ing across the dome of the sky, with their feet disappear
though. Some philosophers in the schools of Meletis
ing just below the horizon. Any part of a god's body that
teach that the gods of the pantheon are subordinate to a
isn't directly lit takes on the appearance of the starry
higher reality, perhaps Nyx itself. And other people, par
night sky of Nyx. The gods sometimes also appear as
ticularly leonin, believe that the gods are undeserving of
animals or magical creatures, or they manifest in insub
mortal reverence.
stantial forms like sunlight or wind.
When physically present in the mortal world, a god is
DIVINE CHARACTERISTICS capable of devastating physical attacks. Heliod's spear
The gods of Theros are far more active than the deities striking the polis of Olantin caused it to sink forever into
of most D&D worlds. But that doesn't mean they are or the sea, and an errant blow from Purphoros's hammer
dinary creatures-they aren't mere mortals, nor are they shaped the mountains.
monsters that can be fought. The power of the gods exceeds that of any mortal
Further, the gods of Theros aren't omnipotent. Al being. Even so, a god killing another god-let alone a
though they are physically and magically powerful, mortal attempting the task-is virtually inconceivable.
ageless, and all but indestructible, their actions are Any kind of direct confrontation against a god by mor
bound by the decrees of Klothys. They can tangle the tals would require the assistance of at least one other
threads of destiny to a point, but they are forbidden from god, and ideally more than one, to have any hope of
overstepping their assigned places in the pantheon. success. A group of adventurers might try to convince
- .
...·
Goos OF THEROS
Deity Alignment Suggested Cleric Domains Common Symbol
Athreos, god of passage LE Deat h , G rave'� Crescent moon
Ephara, god of the polis LN Knowledge, Light U rn pouring water
' � '� The Forge and G rave domains appear in Xanathar's Guide to Everything.
·-
ATHREos's GOALS
ATHREOS Athreos endlessly works to maintain the balance be
God ofPassage tween Nyx, the Underworld, and the lands of the living.
The River Guide sees himself as a servant of the mortal
All mortals are destined to face Athreos, the River world and knows nothing of the glamor, honor, or mys
Guide, when their lives come to an end. The god of pas tery mortals often ascribe such to him. Rather, he does
sage ferries the dead across the Tartyx River, conveying what must be done, and should some cosmological con
each mortal soul to its destiny in the Underworld. For dition fall out of sorts, the River Guide and his servants
most people, Athreos embodies the greatest mysteries work with silent efficiency to restore balance.
of existence-the terror and wonder of life's last moment
and the revelation of one's ultimate fate in the afterlife. DIVINE RELATIONSHIPS
Athreos is no judge, though. The veiled, silent god un Athreos cares little for the dealings of the other gods.
dergoes no deliberations and makes no exceptions. The As long as other deities don't impinge on the border
River Guide reads the truth of each soul and bears it un between life and death, either by overstepping their
failingly to its proper place in the Underworld. There is bounds or by trying to draw the dead back into life, the
no haggling and no sympathy on Athreos's skiff, the god River Guide has little to do with them. More than once,
having heard and denied every conceivable mortal plea. this isolation has put Athreos in silent conflict with
Athreos appears as a gaunt figure cloaked in ragged Heliod and Erebos, both of whom subtly resent Athreos
robes and a collection of golden masks. What little can for limiting how much each can meddle in the other's
be seen of his body is unsettling, its gray flesh stretched realm. At the same time, the River Guide's role as a
thin over a barely human skeleton. The River Guide buffer between the two vindictive gods actively prevents
is never without his ancient staff, Katabasis, which he their grudges from exploding into divine warfare.
transforms into the ferryboat he uses to ply the Rivers Thassa bears a chilly respect for Athreos. In a time
That Ring the World. Though the deity's shrouded form before reckoning, boundaries divided the god of the
gives no clue, many mortals consider Athreos to be sea's dominion from the Tartyx River. Though the god
male, but the River Guide cares for terms or labels no of the sea quietly resents sharing even a drop of water,
more than any other force of nature. Athreos can change she considers the River Guide to be a quiet, unobtrusive
shape but rarely, if ever, takes on other forms. trespasser on her favored element and keeps her dis
tance. Were her respect to wane, though, Thassa would
ATHREOS'S INFLUENCE eagerly vie to control the Rivers That Ring the World.
Most mortals focus on the River Guide's role in their
WORSHIPING ATHREOS
own deaths. Countless mortal superstitions prescribe
ways to garner Athreos's favor, but all Athreos demands Most funeral traditions include small offerings and
of those he transports is payment: a single coin of words of reverence to Athreos. Predominant among
any minting or value. The River Guide has an expan these traditions is burying or burning the dead with a
sive definition of what constitutes a coin, from actual clay funerary mask, to "frame" the identity of the dead
stamped currency and jewelry to shiny beads or opales for Athreos, and with at least one coin, so a soul might
cent shells. Ultimately, he seems most concerned with pay Athreos to ferry them to the Underworld. Some peo
whether a mortal has prepared for death, keeping pay ple are laid to rest with large amounts of grave goods.
ment ready out of respect and as a personal memento Memorial practices vary widely by culture, from tearful,
mori. Those whose bodies are burned, buried, or oth somber affairs to lively celebrations. These rituals serve
erwise disposed of along with valuables deliberately in more as catharsis for the living than as meaningful
tended for the River Guide discover that they can make boons to Athreos, though. The River Guide cares only
use of such items when trading for Athreos's services. for the single coin he's owed by any who board his skiff.
Spirits that reach the shores of the Tartyx River unpre During the feast of the Necrologion, which gives its
pared, though, risk being stranded, as Athreos refuses name to the eighth month in the calendar of Meletis,
to ferry those who can't pay. pious souls silently spend the day reading ancient mem
oirs or writing messages for their own descendants.
..·
Alignment: Usually lawful, often evil You increase your piety score to Athreos when you
Suggested Classes: Cleric, monk, rogue, wizard honor him or the cycle of life and death through acts
Suggested Cleric Domains: Death, Grave (described in
such as these:
Xanathar's Guide to Everything) • Providing coins and overseeing burial rites for those
Suggested Backgrounds: Hermit, sage, sailor, urchin slain during a tragedy
Most worshipers of Athreos believe death is a natural • Ensuring that the deeds and knowledge of someone
part of life, to be neither rushed toward nor run from. who has died are preserved
They seek to do their part in fulfilling the natural order, Slaying a Returned and its associated eidolon
easing the passage of the living into death. Most also re Your piety score to Athreos decreases if you diminish
spect their ancestors and honor them through tradition, the River Guide's influence in the world, impede his
ritual, and memory. work, or disrespect the dead through acts such as these:
• Denying a dying person their final rites
ATHREOS'S FAVOR • Removing wealth from a corpse or defiling a tomb
As all mortals eventually bow before him, the River • Aiding those who seek to escape from the Under
Guide doesn't seek worship. When mortal agents are world, or who already have
necessary, though, Athreos often seeks the descendants
of those who impressed him during their journey to the ATHREos's DEVOTEE
Underworld. The Athreos's Favor table offers several Piety 3+ Athreos trait
suggestions for the nature of your connection to the god. Your life is intertwined with the fate of the dead. You can
cast gentle repose with this trait, requiring no material
ATHREOS'S FAVOR
components, a number of times equal to your Wisdom
d6 Circumstance modifier (minimum of once). You regain all expended
A fa m ily m e mber d i ed bringing you i nto the wo rld. uses when you finish a long rest. Wisdom is your spell
2 You don't th ink or feel as others do, finding emotions casting ability for this spell.
messy and confusing.
ATHREOS's VOTARY
3 In a brazen or desperate moment, you dared death to
Piety 10+ Athreos trait
take you-and in a way, it has.
You can cast speak with dead with this trait, requiring
4 You sent a Returned back to the U n d erworld, restoring
no material components. Once you cast the spell in this
a measure of order to the cos mos.
way, you can't do so again until you finish a long rest.
5 Serving Athreos is your f a m i ly tradition, a respo n s i b il Wisdom is your spellcasting ability for this spell.
ity honored for co u ntless generations.
6 You have died before, and in that m o ment, you ATHREOS'S DISCIPLE
gli mpsed the mists that s u rround Athreos's skiff.
Piety 25+ Athreos trait
You can cast false life with this trait, requiring no mate
DEVOTION TO ATHREOS rial components. When you do so, you gain an additional
Servants of Athreos facilitate the passage from life into 25 temporary hit points. Once you cast the spell in this
death. As a follower of Athreos, consider the possibili way, you can't do so again until you finish a long rest.
ties on the Athreos's Ideals table as alternatives to those Wisdom is your spellcasting ability for this spell.
suggested for your background.
CHAMPION OF THE PASSA GE
ATHREOS'S IDEALS Piety 50+ Athreos trait
·-
DIVINE RELATIONSHIPS
Ephara and Heliod have aligning interests, since they
EPHARA both value structure and justice. Ephara works toward
God of the Polis establishing judicial systems that enforce the laws and
uphold the values that Heliod holds dear.
As god of the polis, Ephara sees herself as the founder Ephara is also on good terms with Thassa, the god
of civilization. She watches over cities, protecting them of the sea, because Ephara recognizes the necessity of
from outside threats. She is credited with establishing water for a thriving polis. She also admires Purphoros's
the first code of law, which Meletis has preserved and craft, realizing the essential role of the forge and other
the other poleis have imitated. Even more important, forms of industry to build a city.
she helps cities reach their highest potential, becoming Ephara and Nylea are almost polar opposites, and
centers of scholarship, industry, and art. there is no shortage of bad blood between the god of
Ephara appears as a huge animated statue wearing a the cities and the god of the hunt. Nylea resents the
stone crown, resembling the capital of a column. When construction of every building in a place that once held
she chooses to walk about her cities at human scale, plants and animals, and Ephara has no patience for any
she often takes on the form of a human woman. In ei wild creature that encroaches on a settlement. Ephara
ther form, she is always dressed in blue and white, and looks at the wilderness and sees only wasted potential,
her expression is usually serious, but not unkind. She while Nylea looks at cities and sees only destruction.
often carries a large urn on one shoulder, with the dark, Ephara has a deep-seated hatred for Phenax. While
star-studded sky of Nyx pouring from it and dissolving Ephara can appreciate the perspective of most of her
into mist as it hits the ground. peers, she has no such understanding for those who
would deliberately try to undermine a thriving social
EPHARA'S INFLUENCE structure. Ephara opposes Phenax and what she sees as
Ephara's sphere of influence is the polis. Although wor his utter disdain for everything she stands for.
shiped in many places, she is most beloved in Meletis, Her relationship with Karametra is a difficult one from
whose citizens credit her with the city's founding. Many either perspective. Ephara approves of agriculture, a key
city walls bear Ephara's face, fashioned thus in the be ingredient for the development of cities, and both gods
lief that each of her images watches over the part of the are concerned with defense of settlements. Even so,
city it looks upon. Karametra is tied to Setessa and the wild lands, where
Ephara is strongly affiliated with the daytime, when Ephara is distrusted, and although Karametra and
cities are awake, alive, and at work. Her followers gener Nylea have their own complicated relationship, Karame
ally pray at midday, with the sounds of the city forming tra strongly favors Nylea over Ephara.
an appropriate backdrop to their rites, as industry itself
is sacred to Ephara. Many aspects of city life and culture WORSHIPING EPHARA
fall under Ephara's influence. Scholarship is closely con To an extent, Ephara's devout show their faith by going
nected to Ephara, as is art-particularly poetry, sculp about their lives and contributing to society. Midday ser
ture, and architecture. Ephara is also highly concerned vices at Ephara's temples often feature a brief prayer, fol
with civic wisdom and justice, and many politicians and lowed by a longer talk from an industrial or civic leader
other leaders seek her guidance in how to rule. on a topic of general interest. Attendants often bring
meals to eat while on a break from their jobs.
EPHARA 's GoALs Ephara's face is a common sight in cities. Marble
Ephara seeks always to further cities: establishing them, buildings, stone walls, and similar surfaces usually
protecting them, and seeing them grow. She supports feature a sculpture or relief of her visage. People often
those who build new cities and those who free others swear oaths or engage in verbal disputes in front of
from tyranny. Ephara knows that not all threats to a city these images, believing she won't let a falsehood told in
come from outside it, and she encourages her followers front of her go unpunished. Whether she actually inter
to watch out for tyranny and injustice from within. She venes is unclear, but conflicts that play out this way are
seeks for justice to prevail in civilized lands. often resolved peacefully, without a need for the justice
system to get involved.
·-
ss?J
EPHARA's CHAMPIONS E ARNING A ND LOSING P IETY
You increase your piety score to Ephara when you ex
Alignment: Usually lawful, often neutral
pand the god's influence in the world in a concrete way
Suggested Classes: Bard, cleric, monk, paladin, w izard
through acts such as these:
Suggested Cleric Domains: Knowledge, Light
Suggested Backgrounds: Acolyte, athlete, guild arti- • Defending a city from a major threat
san, noble, sage, sailor, soldier, urchin • Defeating a tyrant who threatens a city's freedom
Creating a masterwork, such as a building or a poem
Most champions of Ephara believe cities represent the
•
pinnacle of achievement and do what they can to uphold Your piety score to Ephara decreases if you diminish
the law and keep society functioning. Some of the god's Ephara's influence in the world, contradict her ideals, or
most devout followers work as architects, artists, or phi let her down through acts such as these:
losophers, all striving to serve the public good.
Betraying one's trust to commit acts of corruption
or tyranny
EPHARA's FAVOR Destroying a civic institution or sowing chaos
Ephara seeks champions who will defend her cities within a city
fiercely, both from external threats and internal corrup Willfully breaking just laws for personal gain
tion. She asks them to protect not only the people, but
also the structures that comprise a polis. The circum EPHARA'S DEVOTEE
stances that led you to worship Ephara most likely in Piety 3+ Ephara trait
volved the polis you call home. The Ephara's Favor table Ephara grants you insight into how people commu
provides just a few possibilities. nicate. You can cast comprehend languages with this
trait, requiring no material component, a number of
EPHARA1S FAVOR times equal to your Intelligence modifier (minimum of
d6 Circumstance once). You regain all expended uses when you finish
You grew up in a polis l i ke M e l etis and never feel safe a long rest. Intelligence is your spellcasting ability for
outside one.
this spell.
2 You grew up in a home that was next to a wa l l or a
EPHARA'S VOTARY
b u i l d i n g with Ephara's face on it, and you fe lt l i ke she Piety 10+ Ephara trait
was always looking after yo u .
You gain advantage on Charisma (Persuasion) checks
3 You were part of a revolution to fight off tyrants and
while you are within a city.
esta b l i s h freedom in you r city. In addition, when you fail an Intelligence check or In
4 Yo u r family m e m bers have a l l been architects, go i n g telligence saving throw, you can reroll the die, and you
back several generations, and a l l worshiped Ephara. must use the new roll. Once you use this reroll, you can't
5 You are a h ighly s k i l led poet, scholar, or philosopher, do so again until you finish a long rest.
and Ephara took notice of you r talent.
EPHARA's DISCIPLE
6 You are a civil servant or a city leader, taking an active
Piety 25+ Ephara trait
role in the welfare of yo u r home.
You can cast Mordenkainen's private sanctum with this
DEVOTION TO EPHARA trait, requiring no material components. Once you cast
the spell in this way, you can't do so again until you fin
Followers of Ephara support their cities, protecting
them while helping them thrive. As a follower of Ephara, ish a long rest. Intelligence is your spellcasting ability
for this spell.
consider the ideals on the Ephara's Ideals table as alter
natives to those suggested for your background.
CHAMPION OF THE POLIS
Piety 50+ Ephara trait
EPHARA1S IDEALS
You can increase your Intelligence or Charisma score by
d6 Ideal
2 and also increase your maximum for that score by 2 .
Devotion. My devotion to my god is m o re important to
m e than what she stands for. (Any)
2 justice. Laws keep society fu nctioning, and I m u st see
to it that they are enforced. (Lawfu l)
3 Community. We are stronger together, and I m u st i m
prove and support m y c o m m u nity. (Lawfu l o r good)
4 Scholarship. I serve my co m m un ity and my god by
learning new information or creating a rt. (Any)
5 Civic Duty. It is my respo n s i b i l ity to serve my city.
(Lawfu l )
6 Protection. I m u s t keep my city safe from threats both
� � external and inte r n a l . (Any)
·-
DIVINE RELATIONSHIPS
Erebos loathes Heliod, who banished him to the Under
world eons ago, forever severing him from the world of
life and light. Erebos takes particular delight in profan
EREBOS -.�J£1.� ing Heliod's temples, defiling the raiment of his priests,
God of the Dead slaughtering his worshipers, and claiming the souls of
his champions. Erebos believes that Heliod will one day
Erebos is the god of death and the Underworld, lord of challenge him for control of the Underworld. He looks
all that has ever lived. He presides over the bitterness, forward to that day, certain that his lesser brother can't
envy, and eventual acceptance of those who suffer mis possibly prevail within Erebos's own territory.
fortune. His hoarding of both souls and the treasures Erebos holds a special grudge against Phenax. Phe
the dead carry into the Underworld see him worshiped nax readily teaches others how to escape the Under
by those who desire to collect and keep wealth. world as the Returned and even sneaks into the Under
Erebos's very presence is stifling, and those who world to assist them, earning him Erebos's undying ire.
come face to face with him often depart in despair. He is Pharika and Karametra understand, better than many
jealous and tyrannical within his realm, but unlike his of the other gods, that life and death are closely inter
brother Heliod, he neither blusters nor tries to expand twined. Pharika's tinctures can either extend a life or
his influence. He waits patiently, secure in the knowl snuff it out, and Karametra's planters know that reaping
edge that everything belongs to him in the end. follows sowing in turn. Although he appreciates what
Erebos most frequently appears as a slender, gray these gods have in common with him, Erebos occasion
skinned humanoid with two large, outward-curving ally feels the need to remind them that the dead are
horns, wielding an impossibly long black whip. He also his, and other gods' acceptance of death's inevitability
appears in the form of a black asp, a cloud of choking doesn't make them masters of it.
smoke, or an animated golden idol. Erebos has no true allies but operates closely with
Athreos and Klothys. Athreos is one of the few beings
E REBos's INFLUENCE Erebos trusts to be as committed as he is to ensuring
Born from Heliod's shadow and then banished to the that the passage into death is a one-way trip. Klothys,
Underworld, Erebos claimed dominion over that deso too, would see the dead remain dead, concerned as she
late realm. He sees it as his duty and his right to ensure is with the acceptance of destiny.
that those who enter his realm remain there for all time.
Within the Underworld, only the relative paradise of WORSHIPING E REBOS
Ilysia is sheltered from his influence. In the other four To many mortals, Erebos is primarily concerned not
realms of the dead, his will is law. with death, but with gold. Most of his followers down
Mortals typically fear death, yet death is the inevitable play his association with death and misfortune, instead
end of each one's time in the mortal world. Erebos, hav praying to him for material wealth. Others pray to him
ing long ago come to terms with his own banishment, because they want to be more accepting of their misfor
teaches his followers to accept the inevitability of death tune. These individuals see themselves as beyond hope
and the often unavoidable tragedies of life. of improving their lot in life, asking only that Erebos
Although Erebos forbids souls from leaving the Un grant them the strength to endure until they enter his
derworld, some escape his clutches. Generally such realm at their predestined time.
souls are beneath his notice, but he sometimes sends A smaller but more dangerous group of Erebos wor
agents to retrieve those he has particular interest in. shipers are those who actively glorify death. These cult
ists and assassins congregate in secret in communities
EREBOS'S GOALS across Theros, engaging in campaigns of violence.
Erebos wants above all to maintain his position of abso The only major festival dedicated to Erebos, called
lute authority over the realm of the dead. He lashes out the Katabasion or "the Descent," features a ceremony
at anyone who aids souls in escaping from him or other in which worshipers make a symbolic journey into the
wise tries to subvert the inevitability of death. Underworld. The supplicants enter a cave, offer prayers
Erebos is patient, usually willing to wait for souls to and sacrifices to Erebos in utter darkness, and slowly
come to him, but he does interfere in the mortal realm make their way back to the surface just before sunrise.
on occasion. When the other gods displease him, he
-·
2 In a moment of anguis h , you prayed to Erebos. H e As a devotee of Erebos, you have proven yourself an
granted you acceptance o fy o u r fate and his favor. executor of the Underworld's grim laws. You can call on
Erebos's favor to cast bane with this trait, requiring no
3 You were pledged to another god , but when you lost a
material components, a number of times equal to your
loved one, only turning to Erebos co u l d ease your grief.
Wisdom modifier (minimum of once). You regain all ex
4 After you recovered from a mortal inju ry, Erebos ap
pended uses when you finish a long rest. Wisdom is your
peared a n d claimed yo u r service. spellcasting ability for this spell.
5 Ever si nce the first time you saw someone die, Erebos
has whi spered in your ear. EREBOS'S VOTARY
6 You can't bear to witness suffering, so you serve Ere Pie ty 10+ Erebos trait
bos to bring peaceful ends to the u nfo rtunate. You can cast vampiric touch with this trait. Once you
cast the spell in this way, you can't do so again until you
DEVOTION TO EREBOS finish a long rest. Wisdom is your spellcasting ability for
Just as every life ends at the same destination, many this spell.
different paths can lead a worshiper to Erebos. As a
EREBos's DISCIPLE
follower of Erebos, consider the ideals on the Erebos's
Ideals table as alternatives to those suggested for your Piety 25+ Erebos trait
background. When a soul is sent to its rightful place, you can draw
on the energy of the Underworld to empower you. When
ERE BOS'S IDEALS a creature dies within 10 feet of you, you can use your
d6 Ideal reaction to gain a number of temporary hit points equal
to your level.
Devotion. My devotion to my god is more important to
me than what h e stands fo r. (Any) CHAMPION OF THE DEA D
2 M ortality. I w i l l enforce the most i mportant law: any Piety 50+ Erebos trait
thing that lives m u st one day die. (Lawful)
You can increase your Constitution or Wisdom score by
3 Consolation. Everyone deserves the solace that comes 2 and also increase your maximum for that score by 2 .
with accepti n g their destiny. (Good)
4 Acceptance. Wh atever my fate, I will embrace it with
Erebos's blessing. ( Neutral)
. ..
·-
"
�
'
HEuon's GOALS
In Heliod's mind, he is the ruler of the gods, and he
wants merely for his rightful place to be recognized. He
imagines Nyx rebuilt as his personal palace, where all
can witness him in his glory. He considers himself a
kind and beneficent ruler-a benign autocrat, not a ty
rant-and he doesn't expect abject servility from anyone,
god or mortal. He just wants everyone to defer to his will
and carry out his orders. He believes that his decisions
are always just and right, and that if his sovereignty
were properly respected, there would be peace and or
der in Nyx and the mortal world alike.
DIVINE RELATIONSHIPS
Heliod's repeated attempts to establish himself as the
ruler of the pantheon anger Erebos and Purphoros, who
God of the Sun both have a degree of the arrogance he demonstrates.
Thassa and Nylea, by contrast, aren't bothered by
Heliod is the radiant god of the sun. According to myth, his efforts because they see themselves as being safely
he ensures that the sun rises every day to provide light outside his reach. He could declare himself the ruler of
and warmth to the world. Every inhabitant of Theros ac the pantheon, they reason, but his dictates can't alter
knowledges his dominant presence, and nearly everyone the rhythms of the sea and the cycles of nature. Thassa
at least pays lip service to the idea of giving him worship and Nylea will continue as they are, as they always have
and honor. been, whatever squabbles their brothers might have.
Pride and self-assurance radiate from Heliod as light Ephara, Karametra, and Iroas are closely aligned with
floods from the sun. He is cheerful and sociable, enjoy Heliod in attitude and philosophy. In some ways, these
ing the company of others and forming bonds easily. three gods represent the principles and the abstract
His friendship can be as easily Jost, though, turning him nature of Heliod made tangible and concrete through
from ally to enemy as the consequence of a single mis the lives of mortals. Heliod represents a divine, natural,
step or perceived betrayal. moral law; Ephara gives those laws a concrete mani
Heliod has appeared to mortals in a variety of forms, festation by establishing mortal society in the poleis.
but he prefers the appearance of a sun-bronzed male hu Heliod controls the radiant sun that makes the natural
man in his forties, dressed in a flowing tunic of golden world flourish; Karametra brings the interplay of light
cloth. His profile is noble, highlighted by a strong chin and nature to life for mortals in the practice of agricul
and a short beard, and he boasts the broad chest of a ture. And while Heliod stands for justice, Iroas actually
perfectly fit athlete. His hair is glossy black, and his fights for it, taking up arms against brutality and injus
head is crowned with a golden wreath. He is also fond tice in defense of what is good and right.
of appearing as a brilliant white pegasus or a radiant Heliod hates and fears Erebos, his dark twin and his
golden stag. In any guise, he looks lit by the sun, even shadow. He views the god of the dead as a pathetic liar
when he travels across the night sky. and coward who wallows in self-pity in his exile.
Heliod is also plagued by a nagging suspicion that
HELIOD1S INFLUENCE the true ruler of the pantheon is Kruphix, a mysterious
Heliod personifies the light of day, and by extension, being who is capable of sealing the borders between
he is associated with many metaphorical aspects of the the mortal world and the divine realm of Nyx. Kruphix
sun's circuit. is perhaps the only being who can impose limits on the
As the sun rises without fail every morning, so Heliod other gods' actions, which makes Heliod resent and fear
values faithfulness in oaths and bonds. Courtroom tes the god of horizons.
timony and marriage vows are sworn on his name, for
he can't tolerate the breaking of a solemn promise. He is WORSHIPING HELIOD
the arbiter of morality, virtue, and honor. The brilliance of Heliod's sun is impossible to ignore.
The sun's nightly descent into darkness symbolizes Thus, virtually everyone on Theros pays at least grudg
bravery and self-sacrifice-the willingness to endure the ing respect to the sun god in forms of worship that range
horrors of the dark for the sake of others. Those who from simple gestures to days-long celebrations.
protect innocents in his name receive Heliod's favor. Some families, particularly in the polis of Meletis,
As sunlight casts out darkness, Heliod's justice casts follow a practice of bowing in the direction of dawn's
out chaos and lawlessness. He is the god of the laws that first light-or winking, in a gesture of respect for the sun
govern society and the Jaws that punish the wicked. He god's luminous "eye." More dedicated worshipers offer
is interested not only in punitive justice, but also in the short litanies at dawn, noon, and dusk, acknowledging
establishment of fair and equitable relationships among the sun's passage across the sky.
people and gods, in service to the common good. He
also takes an interest in the bonds of family-the rela-
� - tionships that tie people most closely to each other.
·-
·-
I ROAS's I DEALS
d6 Ideal
Devotion. My devotion to my god is more i mportant to
m e than what he stands fo r. (Any)
2 Courage. No fea r or pain can t u rn me away. (Any)
3 Loyalty. War for m s bonds that are more real and last-
ing than the ties of love or fa m i ly. (Any)
4 Heroism. The powerful m u st protect the weak. (Good)
5 Liberty. The strong m u stn't exploit the weak. (Chaotic)
6 Excellence. People should look to me as an exa mple of
, .. the best that m o rtal fo l k can be. (Any)
....
KARAMETRAS GOALS
Karametra doesn't engage in underhanded politicking
or petty disputes. She seems to stand above the quarrels
and tumultuous rivalries of other deities, and equally
aloof from the machinations of the mortal world. Her
fundamental concern is for the well-being of mortal folk,
§"§"_:- KARAMETRA starting with their physical health but also including
God ofHarvests their need for security, love, and belonging.
KE RANOS'S I DEALS
d6 Ideal
Devotion. My devotion to my god i s more important to
me than what he stands for. (Any)
2 Wisdom. The pursuit of knowledge a n d in sight is the
h i ghest aspiration one can achieve. (Any)
3 Foresight. Fortu n e favors the prepared, not so m uc h
the b o l d . ( N eutral or lawfu l )
4 Fury. I am the storm and will not be denied. (Chaotic) ... ·
DIVINE RELATIONSHIPS
Klothys views many of the gods with disdain, consid
ering them to be complicit in Xenagos's theogenesis,
Heliod's acts of arrogance, or both. She reserves special
God of Destiny contempt for Heliod and his champions, relishing every
opportunity to teach them humility.
Believed to have sprung into existence during Theros's Klothys also clashes with other gods associated with
earliest days, Klothys is the god of destiny and, along order and progress, seeing their defiance of the natural
with Kruphix, one of the plane's original deities. She order as a dangerous affront. Ephara's ravenous coloni
oversees the order of the cosmos, ensuring that all zation, Iroas's passion for overcoming insurmountable
things remain in their proper place, knowing how easily odds, and Karametra's taming of nature all run the risk
the cosmic balance could be undone if she were not of inspiring ambitious mortals who lust for ever more
vigilant. On the heels of a near-catastrophic upset of power and strain to break away from their proper place
the cosmic order-the rise to godhood and subsequent in the cosmos.
defeat of the satyr Xenagos-Klothys has emerged from Klothys respects the other gods whose interests
the Underworld for the first time in mortal memory to balance creation and destruction, such as Thassa, Pur
untangle the strands of destiny and set the world right. phoros, and Nylea, considering them better attuned to
Klothys typically appears as a woman with six curling Theros's needs and destiny's myriad outcomes. Nylea
horns and an impossibly long mane of pale hair that shares Klothys's delight in the world's natural cycles.
cascades around her horns, drapes over her eyes, and Purphoros's willingness to build and demolish appeases
spools into her spear-like weapon and the various other Klothys-as well as the fact that he despises Heliod as
spindles she carries. much as she does.
Beneath her outward calm, Klothys seethes at the Klothys's relationships with Erebos and Athreos are
way mortals and gods alike have pulled apart and complicated. Ages spent in the Underworld with Erebos
rearranged the threads of destiny to feed their petty have driven home for her how arrogant and tyrannical
ambitions. Her peaceful mien falls away in the presence he is, as ready to commit the same sins as Heliod if
of such villains. In her rage, her red-glowing eyes come given the opportunity. Even so, Erebos and Klothys
into view through the veil of her hair, and she wields maintain a level of mutual respect. Until recently, Klo
burning strands of hair as a devastating weapon. thys and Athreos were unflappable allies. But now her
emergence from the Underworld has blurred the bor
KLOTHYS 'S INFLUENCE ders between the realms, as she draws horrors into the
Klothys is the embodiment and enforcer of destiny. mortal realm with her and thereby raises Athreos's ire.
Largely forgotten after ages spent in the Underworld, Of course, Klothys trusts no other god as much as she
Klothys has only recently emerged, brimming with si does Kruphix, who also recalls Theros's earliest hours.
lent frustration at the state of Theros. The two have a deep respect for one another.
Each strand of Klothys's hair is part of the fabric of
destiny, the natural order that underpins all existence. WORSHIPING KLOTHYS
Her followers claim to see these strands woven into all Klothys doesn't trace her origins to mortal devotion, and
things, granting them understanding of cosmic truths she has languished in obscurity for almost the whole of
and insights into how the future should unfold. human history. Unlike the other gods (except Kruphix),
Klothys withdrew to the Underworld ages ago to she doesn't need worship to sustain or empower her,
keep watch over the imprisoned titans and ensure they and she doesn't seek out reverence or demand it. By and
couldn't escape and destroy the order she had estab large, mortals are irrelevant to her, except insofar as
lished. Due to this undertaking, she is also the god of they have played a role in tangling the strands of destiny
secrets best kept quiet and powers best untouched. by defying nature's order.
KLOTHYs's GOALS
Once content to oversee and preserve destiny from the
Underworld, Klothys now endeavors to undo the cos-
�· �
mic damage caused by Heliod, Xenagos, and ambitious
·-
gods' ambitions
Nyxborn agents to help her restore Theros to its proper
Teaching people about Klothys, her nature, and
path. You might be one of these so-called Agents of
•
her return
Destiny (if you choose the Nyxborn supernatural gift, de
scribed in chapter 1), single-minded in the purpose for Your piety score to Klothys decreases if you dimin
which you were made. Or you might be among the first ish her influence in the world, contradict her ideals,
of a new cadre of followers of Klothys. The Klothys's Fa or threaten the integrity of destiny through acts
vor table suggests some possible connections between such as these:
the god and a mortal follower. • Undoing a deserved punishment or curse suffered by
another creature
KLOTHYS1S FAVOR
• Willfully destroying a natural wonder
d6 Circumstance • Assisting a creature in undermining the natural order
Your fa m i l y suffered d u ri n g the rise ofXenagos, leavi ng or exploiting destiny
you with u n resolved rage.
KLO TH YS's DEVO TEE
2 You swore yo u rself to Klothys, offering your service i n
Piety 3+ Klothys trait
exchange for reprieve from a m u ndane desti ny.
As a devotee of Klothys, you can manipulate the bonds
3 Born u n d e r an i l l omen, you were vict i m i zed by your
of destiny that invisibly entangle every living thing. You
neighbors' superstitions before rea l izing that you were
can cast command with this trait a number of times
destined to serve Klothys.
equal to your Wisdom modifier (minimum of once). You
4 You lost a loved one to the upheaval that fo l l owed Klo regain all expended uses when you finish a long rest.
thys fro m the U n derwor l d . You plan ned reve nge, but Wisdom is your spellcasting ability for this spell.
were awed at the sight of her and devoted yourself to
her service. KLO TH YS's VO TARY
5 You were a champion of H e l iod until the emergence of Piety 10+ Klothys trait
Klothys showed you the d a nger of H e l io d 's h u bris. You can cast clairvoyance with this trait, requiring no
6 You don't know why Klothys has s h own i nterest in you . material components. Once you cast the spell in this
way, you can't do so again until you finish a long rest.
DEVOTION TO KLO T H YS Wisdom is your spellcasting ability for this spell.
To follow Klothys is to accept the natural order of the In addition, you have advantage on saving throws
cosmos and your place in it. It means accepting your against being charmed.
destiny even as you strive against the bonds of fate. As a
KLO TH YS'S DISCIPLE
follower of Klothys, consider the ideals on the Klothys's
Piety 25+ Klothys trait
Ideals table as alternatives to those suggested for your
background. You develop a second sense, allowing you to intuit the
tug and pull of destiny. You can't be surprised, provided
KLOTHYS1S IDEALS you aren't incapacitated.
���
�
mortals burn-everything comes to ruin in time, and
Mogis believes that time should be now. Only the most
brutal and savage among the mortals should survive
his chosen few. Once the world lies in ruin with his
brother dead at his feet, Mogis's goals will be achieved.
DIVINE RELATIONSHIPS
Mogis's existence is defined by his eternal struggle
against his twin brother, Iroas. (Only a handful of con
tradictory myths address the parentage of these gods,
but they are universally described as twins.) Any of Mo
gis's actions and endeavors contribute to undermining
and ultimately destroying Iroas. Any divine relationships
Mogis might enter into are born of convenience and as
--·---
a means to the end. Mogis is incapable of loyalty and
.mnm-m- MO GIS should be expected to break any pact or agreement once
God of Slaughter it has outlived its usefulness.
Erebos appreciates Mogis's single-minded desire to
Mogis is the god of slaughter, violence, and war. He is destroy because it serves as a means to bring ever more
hatred unrestrained, empathy denied, and mercy for souls into his realm. Also, Erebos occasionally steers
gotten, an entity whose very presence incites mortals to Mogis's rampages in directions that inconvenience He
violence. Soldiers fear succumbing to his blood lust lest liod. This disruption inevitably leads to Heliod calling
they dishonor themselves, but the vengeful and forsaken on Iroas to battle his brother, perpetuating the endless
call to him for the gift of his rage. He is the brother cycle of conflict between the twins.
of Iroas, god of victory, and his antithesis in matters Of all his fellow gods, Mogis holds the most respect
of warfare. for Phenax. Mogis can't help but smile at the chaos
The anger and malice radiating from Mogis is almost Phenax is able to cause and the carnage the Returned
palpable. He exercises no control over his temper or wreak on the world. Phenax has a talent for inciting con
his urges and lashes out at subordinates at the slightest flict, which allows Mogis to revel in the resulting strife.
provocation. Akroan soldiers are warned that to give Mogis harbors an abiding disrespect, verging on ha
in to his seductive battle rage is to risk becoming an tred, for Ephara and Karametra. Ephara's neat, orderly
androphage-a bloodthirsty killer wholly consumed by cities are a delight to destroy, especially given her fussy,
Mogis's fury. precise adherence to rules. Likewise, Ephara's close
Mogis cuts a terrifying figure, appearing as a four relationships with Iroas and Heliod provoke Mogis's
horned minotaur of incredible size clad in spiked disgust. Mogis disdains Karametra because she aids
bronze armor and wielding a massive ebon greataxe. He mortals and provides succor to the weak. These are acts
doesn't debase himself by appearing in other guises to of foolishness because the weak don't deserve aid-they
mortals-to behold him is to behold the cruelty of war are fodder for the strong. Setting fertile fields ablaze and
personified. He hungers endlessly to defeat his brother witnessing the resulting famine is a source of enjoyment
Iroas in combat and thus become the sole avatar of war for Mogis, though he has been surprised more than once
among mortals. by the ferocity of Karametra's reprisals.
NYLEA'S DISCIPLE
DEVOTION TO NYLEA
Piety 25+ Nylea trait
Nylea calls upon her followers to defend the natural
world and oppose those who would bring it harm When a beast is about to attack you, it must make a DC
through cruelty or greed. As a follower of Nylea, con 15 Wisdom saving throw. On a failed save, the creature
sider the ideals on the Nylea's Ideals table as alterna must choose a different target, or the attack automati
tives to those suggested for your background. cally misses you. On a successful save, the creature is
immune to this trait for 24 hours.
N YLEA1S I DEALS
CHAMPION OF THE HUNT
d6 Ideal
Piety 50+ Nylea trait
Devotion. My devotion to my god is more i m portant to
You can increase your Dexterity or Wisdom score by 2
me than what she sta nds for. (Any)
and also increase your maximum for that score by 2 .
2 Nature. The beauty of the natu ral world fi l l s me with
seren ity. ( N eutral)
' ..
·-
-
· 4�
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PHARIKA's GOALS
To Pharika, Theros is an ongoing experiment and mor
tals are her agents in carrying it out. Rather than limit
her knowledge to what her own insights yield, she revels
in watching mortals decipher the world's wisdom and
unearth its hidden knowledge, and she delights in see
ing each sage interpret their findings in novel ways. She
is willing to do anything to perpetuate experimentation
and discovery, even at the cost of turning her less devout
followers into specimens.
DIVINE RELATIONSHIPS
Despite her venomous reputation, Pharika has provided
nearly every god with a cure or an otherwise essential
tonic at a crucial moment. As a result, she's rarely in
outright conflict with her fellow gods, yet she's always
God ofAffliction willing to jeopardize peace with her peers if it means
indulging some audacious new experiment.
Pharika is a god of affliction and medicine, alchemy and The gods of the Underworld have cordial relations
aging. In the earliest days of Theros, Pharika seeded with Pharika. She and Athreos enjoy each other's silent
the world with countless secret truths-mysteries of company, and Erebos appreciates her agenda, which ul
medicine, minerals with strange properties, nexuses of timately bolsters his realm. Pharika rankles somewhat
magic, and the like-which she hid among Nylea's wilds at the attention Erebos gets from dying mortals, chafing
and the shadows of Erebos's Underworld, leaving clues at their tendency to appeal to him when they could beg
where mortals might find them. It isn't altruism that her for healing or for a painless death.
drives her; she studies the innovation and suffering of Pharika and the gods of civilization cautiously ma
mortals, deciphering in them ever greater mysteries as neuver around one another's territory, with Ephara and
she treats Theros as her personal laboratory. Karametra recognizing Pharika's medicinal virtues,
Pharika typically takes the form of a green-skinned and she is always seeking subtle ways to use city-states
human woman with the lower body of a snake. Her in her experiments without provoking her peers. She
hands are thickly scaled and a pair of bronze-scaled disdains Ephara's and Karametra's desire to tame the
vipers seamlessly emerge from her chest. She is never world rather than understand it.
without her kylix, a drinking cup within which she can Pharika has her most complex relationships with the
produce virtually any medicine or toxin. When her aims gods of knowledge. Pharika loathes that Keranos gifts
require subtlety, Pharika often takes the form of a ser wisdom to the undeserving, while Kruphix represents
pent or a medusa, or sometimes an aged human. mysteries even she has yet to fathom.
Little escapes Pharika's cool gaze. Even when out No god is more precious to Pharika than Nylea. She
wardly friendly, she is cunning and calculating, watch adores Nylea as the source of nature's abundant bounty
ing for the slightest sign of weakness or desire that she and delights in Nylea's warmth. Anyone who threatens
can exploit later. Those who offend her rarely recognize or offends Nylea is likely to also earn Pharika's enmity.
their misstep until she strikes.
WORSHIPING PHARIKA
PHARI KA'S INFLUENCE
The diseased and the dying alike often make written
Pharika represents the duality of life and death distilled entreaties to Pharika for a remedy. Prayers are written
into a single draught that can serve as tonic or toxin, on scraps of paper or shards of pottery, sealed in small
depending on the dosage. She is most associated with pots, and buried in bogs, leaving them as secrets for
affliction, whether that phenomenon takes the form of others to exhume years later. Many people pray to her
a disease, a venom, a drug, or the passage of years. Her before undergoing a medical procedure, picking herbs,
cures are reliable but come at a cost. In some cases, that or confronting a venomous animal. Nights of a waxing
cost is pain as the medicine courses through the imbib crescent moon (roughly the first week of each month,
er's body. In other cases, she demands years of life, ei when a sliver of moon lingers in the early evening) are
ther from the patient's lifetime or the researcher's labor. sacred to Pharika and are thought to be an auspicious
In her oversight of life and death, Pharika acts as a time to harvest medicinal plants.
patron of alchemists. Pharmacists offer prayers to her Pharika's followers include members of several small
while crafting potions, as do the ill or infirm before mystery cults, which embrace varying aspects of her
imbibing a supposed remedy. Likewise, a body's slow divine nature. The most infamous of these is the Cult of
transformation is sacred to her, whether it be the inevi Frozen Faith, led by a medusa. Initiates receive a lethal
table effects of aging or the petrification of her medusa dose of poison, become petrified, and then are restored
children's victims. to flesh one year later. Petitioners who have Pharika's
favor emerge alive and healthy; those she doesn't care
for fail to survive the transformation.
DIVINE RELATIONSHIPS
It stands to reason that the god of secrets, deception,
and betrayal isn't close with the rest of the pantheon.
This is not to say that Phenax doesn't have active re
lationships with others in the pantheon, but his posi
PHENAX -�:r[§J,[£1 tion as the patron of lies doesn't lead to close, lasting
friendships.
God of Deception Erebos and Athreos despise Phenax, which delights
him to no end. Phenax revels in the fact that, as a lowly
Phenax is the masked patron of lies and cheats. He is
mortal, he was able to outwit both the Lord of the Un
Heliod's ethical antithesis, governing the spheres of
derworld and the River Guide. Still bitter over Phenax's
gambling, deception, and betrayal. Phenax was once
deception, Erebos concocts ways to torment the upstart
a mortal who was trapped in the Underworld, but he
god. Were he to discover a method to slay Phenax and
learned how to forsake his identity to prevent Erebos
return him to the Underworld, the god of the dead would
from detecting what he was doing. He crossed back
pursue it over all other goals.
over the Rivers That Ring the World wrapped in the
Phenax finds Heliod and Iroas overbearing and insuf
tattered cloak of Athreos, the River Guide, who ushers
ferable. Both represent ideologies diametrically opposed
the dead to their final rest. Hidden by illusion as he was,
to Phenax's, and both have followers who regularly try
neither Athreos nor Erebos could find Phenax and bring
to foil his schemes. In turn, Phenax does his best to
him back.
upend their plans through lies and deception. After all, a
Able to play whatever role the situation calls for, Phe
fair fight isn't worth fighting.
nax is a consummate actor. His incisive wit and cunning
Nowhere is Phenax's commitment to upending the
enable him to read the desires of his marks, adjusting
status quo and angering his fellow gods more evident
his approach to suit the moment. In his rare moments of
than in his role in the rise of Xenagos, the now de
candor, Phenax is calm and calculating, always looking
stroyed god of revels. Xenagos's attacks left many of the
toward his next scheme.
gods disconnected from their followers, inciting a panic
Phenax is a shadowy and mysterious figure. When ap
in Nyx. Phenax, basking in the chaos of Xenagos's plot,
pearing before mortals, he prefers the form of a willowy
found myriad ways to covertly aid him until the satyr's
humanoid with ashen gray skin, clad in elegant robes.
apotheosis. Helping another mortal ascend to godhood
He has also been known to appear in a variety of animal
was, to Phenax, the ultimate subversion of authority.
forms, including the shapes of asps, mockingbirds, or
rats. Regardless of his shape, a mask forever conceals
WORSHIPING PHENAX
the blank face of the first Returned.
Every lie is an homage to Phenax. Because his most de
PHENAX 'S INFLUENCE vout followers are criminals and gamblers, his influence
is keenly felt in gambling halls and dens of thieves. But
Subtlety and manipulation-of mind, word, and deed
everyone has their own reasons to stray from the truth
are the cornerstones of Phenax's power and his influ
at times, and thus, they also find small ways to seek
ence over mortals and immortals alike. Even gods enjoy
Phenax's favor as they go about their daily lives.
hearing what they prefer to hear instead of the truth,
Formal services to Phenax are conducted at night,
and Phenax is happy to give them what they want.
with the most sacred rituals performed on nights of the
He takes pleasure in finding ways to subvert or cor
new moon. Offerings are made to attract Phenax's favor,
rupt champions of law, order, and justice, turning them
with valuables from successful robberies, parchment
to his cause. Whether by feeding the hubris of a cham
filled with lies, or loaded dice being thrown into deep
pion of Heliod or subverting the moral code of a stalwart
crags or buried at crossroads. Such sacrifices often van
of Iroas, he tempts mortals by confronting them with
ish soon after, claimed by the god or his servants. De
seemingly inconsequential decisions, each of which of
vout criminals often offer Phenax stolen goods as part of
fers an opportunity for the person to compromise their
their preparations for premeditated crimes.
principles. One by one, these acts move the needle of
Phenax is worshiped openly in the necropoleis of
a person's moral gauge by a small amount. Over time,
Asphodel and Odunos, though the Returned who are
these choices accumulate until the individual's fall from
loyal to Erebos's agent, Tymaret, refuse to worship the
grace is complete.
god they're hunting (see chapter 3). Somber ceremonies
PHENA x 's GOALS are intoned to bless the golden funeral masks the Re
Phenax doesn't want to rule Nyx. He is the perennial turned wear.
outsider, existing only to disrupt the plans of his fellow
...
·
P uRPHORos's GOALS
Purphoros acts not because of grand plans or high
ideals, but on the whims of his restless, creative mind.
On the rare occasions when he contemplates what he
would do if he were ascendant in the pantheon, his most
fervent wish is to be left alone. To Purphoros, that would
mean spending time by himself in his forge, creating
anything he desires. But it also would mean being free
to uproot mountains, topple cities, and reroute rivers
without any of the other gods interfering.
DIVINE RELATIONSHIPS
PuRPHORos 's FAVOR You increase your piety score to Purphoros when you
expand the god's influence in the world in a concrete
Purphoros is notoriously impulsive, often selecting
way through acts such as these:
champions based on momentary whims. Despite this
seemingly blase attitude, he is dedicated to all his cham Fighting against those who would rule over others
pions, no matter how they came into his service. • Taking decisive action on impulse
What made the forge god turn his attention to you? • Destroying something that has outlived its usefulness
What set you apart from the masses of people who • Creating something wondrous in Purphoros's name
offer him prayers and sacrifice? What whim came over
Your piety score to Purphoros decreases if you diminish
him that made you the perfect choice in the moment he
Purphoros's influence in the world, work against free
tapped you? The Purphoros's Favor table offers a hand
dom or self-expression, or allow tyranny to take hold
ful of suggestions.
through acts such as these:
Purphoros's mood is highly changeable, and having
his favor doesn't always mean having his attention. But • Following an unjust law despite your misgivings
if you follow your passions and do what you believe is • Creating something shoddy or fl.awed
right, he will stay true to you as well. • Backing down from a fight or a contest
Following Thassa means devoting yourself to a particu Piety 25+ Thassa trait
lar way of perceiving the world. Thassa herself seldom You are inspired by the tempestuous, uncontrollable
takes a stand on moral issues, preferring to let matters nature of the sea; you have advantage on saving throws
play out, but her mortal champions can't usually afford against being charmed or restrained.
to be so patient. As a follower of Thassa, consider the
ideals on the Thassa's Ideals table as alternatives to CHAMPION OF THE SEA
those suggested for your background. Piety 50+ Thassa trait
You can increase your Dexterity or Intelligence score by
THASSA1S IDEALS 2 and also increase your maximum for that score by 2 .
d6 Ideal
Devotion. My devotion to my god i s m o re i m portant to
me than what she stands for. (Any)
2 Knowledge. I will learn the secrets of the hidden
depths. (Any)
3 Freedom. The sea can take me anywhere, and I ' m not
go ing to tie myself down. (Chaotic)
4 Bounty. The ocean always provides, and I will s h a re its
gifts with those less fo rtun ate. (Good)
5 Change. Everyth i n g's just waiting to be something else,
including m e . (Chaotic)
6 Power. Like the waves, I answer only to Thassa. (Evi l )
CHAPTER 2 I G O D S OF THEROS
So
MYTHS OF THASSA
Tales about Thassa typica l ly demon strate that she is often Every Tear the Sea. Few myths tel l of those who escaped
patient, but never kind. Thassa's wrath. This i s n 't one of them. When the i nfa mous
Cal/aphe the False. During the last great S i lence of the explorer Rasiao fa i led to steal one ofThassa's Tidelock Pea rls,
gods, a triton appeared, i m personated a m a ri n e r na med wave-contro l l i n g treasures protected by vicious m o l l u s ks,
Callaphe, and traveled the waves aboard Callaphe's l iving she spent years avoiding the waves before fi n d i n g her way
ship, The Monsoon. This fa l se Callaphe m i s l ed the tritons back to the m a i n land. Although she'd failed to abscond with
with false prophecies and p u l led a kraken from the depths, one ofThassa's treasures, s he'd avoided the sea god's wrath,
hoping to h a rness his power. When the Silence was lifted and a claim s he valued more preciously than gold. For years,
Thassa returned to the world, she struck the i m postor down Rasiao l ived far from ocean or river, making her home in the
with such fury that she shattered her bident. Purphoros, d riest reaches ofTheros. She lived a long l ife, but on one trip
rem e m bering Thassa's kind ness to him on many occasions, to Akros to res u pply and brag, she d rowned in a bowl of ox
replaced her sacred weapon. stew. Those who found Rasiao discovered a pea rl, too l a rge
Dreams in the Deep. While Pu rphoros is renowned for h i s to pass her l i ps, lodged in her mouth. Fearing fu rther repri
end less creations and desires t o b r i n g new ideas i nto being, sal, Rasi ao's daughters committed their mother's body to the
Thassa secretly s h a res s i m i l a r creative desires. Endlessly Deyda River and Thassa's clutches. The explorer's daughters
bored with the predictable denizens of the land and s ky, i n never fo rgot that j u st as countless d rops make the sea, so
the deepest ocean trenches, Thassa wills i m mortal d reams too is every ra i n d rop, tear, and cup part ofThassa's d o m a i n .
and n ightmares into bei n g. Del icate beauty, u n d u l ating Thief's Fate. Accord i n g t o legend, a mortal s a i l o r once
grace, and tentacular terrors are b i rthed i n the absolute d a rk, stole Thassa's bident and used it to s i n k an enemy fleet.
iterate fo r generations, and suffer swift extinctions at the Thassa cared noth ing for the va n q u i shed fleet, but p u n i shed
god's whim, never knowing the s u n 's touch. Sapient mortals the sailor for his th ievery by turning his fam i l y i nto eels. The
aren't welcome i n these maddening ateliers; Thassa rem a i n s sailor tried to care for the eels, but they blamed h i m fo r their
bitterly u nwi l l i n g t o reveal her work u ntil her creations-and fate and d i sa ppea red i nto the sea, leaving the sai lor weeping
the ti me-are absolutely perfect. on the shore.
REALMS OF Gons AND MORTALS
HAT IS THE FARTHEST EXPLORED POINT ON information. Westward from those islands, some have
the known world?" Elspeth asked. successfully sailed to the edge of the world, though no
one can say for certain how far it is-the journey never
"In the east, beyond the leonin lands,
unfolds in a straight line. In theory, it is equally possible
there's another forest," Daxos told her. to sail south to the edge of the world, but those waters
"Larger even than the Nessian Forest. No one knows how are stormier and more forbidding.
The heart of mortal civilization lies in and around
far it goes."
three poleis-cities and their surrounding territories.
"What's to the west beyond the sea?" Elspeth asked.
Together the three poleis, Akros, Meletis, and Setessa,
"The world ends at the waterfall where Kruphix's Tree encompass most of the human population of Theros.
grows," he explained. "The sea falls off the edge and into the Meletis covers the whole territory of the southwestern
peninsula, Akros forms the northern frontier, and Set
void below."
essa lies at the northern edge of the wild Nessian Wood.
"My home was beyond your infmite forest," she said.
Two bands of centaurs-the Lagonna and the
-Jenna Helland, Godsend Pheres-roam the hills and grasslands between the
three poleis. The leonin hunt in the valley of Oreskos,
The world of Theros, as its inhabitants understand, in nestled between the two mountain ranges. Satyrs dwell
cludes three realms: the mortal world, the divine realm in a smaller sylvan vale northeast of the Nessian Wood.
of Nyx, and the Underworld. They are three distinct And tritons live primarily in the coastal shallows of the
planes of existence, tucked into their own pocket of the Siren Sea, though some manage to make comfortable
multiverse and shielded from the rest of the cosmos homes among the humans of Meletis.
by the power of the gods. This chapter discusses each The badlands of Phoberos, northwest of Akros, are
of these realms in turn, with a focus on the mortal the frontier where Akroan soldiers clash with mino
realm where the schemes of the gods intersect with taurs. Farther north is the minotaur city of Skophos,
mortal lives. little known to humans.
The necropoleis of Asphodel and Odunos are home to
THE MORTAL REALM the Returned-zombie-like beings who have escaped the
clutches of the underworld at the cost of their identities.
Compared to most worlds of the Material Plane, the The lands around these cities are bleak and barren, as
mortal realm of Theros is small. The known world is if the Returned brought the pall of the underworld out
barely two hundred miles across, with unexplored wil with them into the mortal realm.
derness beyond. And some unknown distance beyond
that is the edge of the world, where the sea flows off the LIFE IN THE POLEIS
disk of the world and into the starry void.
Human civilization in Theros is centered in three poleis:
The known world of Theros consists of a long stretch
Akros, Meletis, and Setessa. These poleis exemplify the
of coastline forming the eastern edge of the vast Siren
human drive to settle the land, to shape nature accord
Sea. Eastward from the sea, the land rises up to two
ing to their needs, and to organize into political struc
ridges of mountains. The lofty peaks of the second ridge
tures that can withstand the changing fortunes of the
form a barrier that few mortals have passed, so only ru
passing centuries.
mors of a vast forest describe the land beyond.
Each polis is centered in a city but includes a wide re
To the north, the coastal lands become a barren re
gion of surrounding territory, and each one has its own
gion of badlands crossed by a labyrinth of arid canyons,
distinct society and culture. To the people of Theros,
with minotaur lands beyond. The minotaurs speak of
"Meletis" is more or less synonymous with "Meletians"
impenetrable mountains rising amid a dark forest to
the polis isn't just the people who live in the city of
the north.
Meletis or even those who dwell in nearby villages; it is
The Siren Sea is studded with islands large and small.
the people who follow the Meletian way of life, wherever
The largest cluster near the mainland, called the Dakra
they might be found.
Isles, is poorly charted, and even those sailors who
.. .
attempt to explore the isles return with contradictory
.. ·
metalwork and pottery to Meletis, and Meletian fabric, 6 Megasphagion 29 days Mogis
stonework, and fish northward. Both poleis mint coins 7 Chalcanapsion 30 days Purphoros
of copper, silver, and gold, with equivalent value. 8 Necrologion 29 days Athreos
Setessa trades with the other poleis as well, but less 9 Therimakarion 30 days Karametra
extensively. Its Abora Market, just inside the city gates,
10 Katabasion 29 days Erebos
is open to outsiders only on certain days, and Setessan
11 Cheimazion 30 days Pharika
merchants prefer to barter goods rather than accept
12 Agrypnion 29 days Kruphix
currency. Despite these restrictions, Setessan food,
woodwork, and trained falcons are highly valued in the 13* Anagrypnion 30 days Kruphix
other poleis. *This month occurs only once every three years.
Aside from the other human poleis, Meletis and Set
essa both trade with the centaurs of the Lagonna band.
The centaurs don't work metal, so they trade woodwork,
the produce of the plains, and woven blankets to the hu � '
man poleis in exchange for weapons and armor. ...
OUTPOSTS
The Alamon soldiers spend most of their time patrolling
Akros's outlying areas, centering their patrols around
scattered outposts. These serve as staging grounds for
Alamon and Lukos units to prepare as they venture out
to raid or guard against monsters and invaders.
One-Eyed Pass. The outpost in One-Eyed Pass serves
to keep an Akroan eye on the large cyclops population
of the area, but the stratians also use the cyclopes to
their advantage. Any time dangerous creatures come
down from the mountains and pose a potential threat to
Akroan holdings, the Alamon harry the enemy and try
to funnel them into the pass. The cyclopes of the pass
viciously defend their territory against all intruders,
weakening or even eliminating the danger before it can
reach the Akroan outpost, where the Lukos finish off
any stragglers.
Pharagax Bridge. On the western border of Akros
gapes a massive chasm rumored to descend all the
way to the underworld and belch forth foul creatures.
The great stone bridge that spans it is the only way into
Akros from this direction. Stratians consider it a high
honor to be assigned to guard the bridge.
Titan's Stairs. These stone "stairs," seemingly carved
into the granite cliffs that protect Akros and haunted at
all times by eerie, whistling winds, provide natural ac
cess to Akros. The stratians guard it fiercely and use it
as a staging ground for invading the lowlands.
Phoberos Outposts. Several semipermanent en
campments dot the badlands between Akros and the
wilds beyond. Fresh cadres of troops come here every
month to relieve soldiers who are worn out by relent
less assaults from raiders, fire-breathing dragons, and
other threats.
Mountain Shrines. The Akroans believe that the
MYTHS OF THE AKROAN WAR gods are best worshiped at the places closest to Nyx
Centuries before the polis of Olantin sunk beneath the sea mountain peaks. Small temples and shrines are found
(a myth told in chapter 4), its queen left her husband for the throughout Akroan territory. Some are tucked in caves
king of Akros. Slighted and heartbroken, the Olantian king or nestled in crevices or canyons, while others are bare
summoned his whole host of loyal spears and sails to wage altars exposed to the elements.
war on the fortified mountain polis.
What followed was a siege that stretched on for decades. PHERES LANDS
Whole parts of Akros were destroyed and rebuilt in the fight
ing. There were heroes who knew only a life of conflict, per Between the mountains of Akros and the vast Nessian
forming feats of incredible prowess for the honor of Olantin, Wood to the southeast, Pheres-band centaurs roam
or who awed the gods with their sleepless commitment to across the dry, hilly landscape. Gathered in small bands
defending the gates of Akros. of fierce raiders, the Pheres centaurs plunder whatever
Most people today know of the event from an embel prey they can find: merchants and other travelers mov
lished account laid down in an epic poem, The Akroan War. ing between Akros and Setessa, settlers trying to eke
Although its author has been lost to time, the poem is con out an existence in the region, leonin tribes, Lagonna
sidered to be a definitive accounting of the greatest war in
band centaurs who range too far to the north, and any
history. Countless soldiers aspire to fight with the honor and
purpose that inspired the heroes of the Akroan War.
others they encounter.
._•
..·
..·
...·
0DUNOS
THE BOTHROS
The Returned of Odunos despise the living, feeling
A bottomless chasm yawns at the north edge of Odunos.
sparks of pleasure when they destroy whatever the
Nothing that has fallen into its depths has ever been re
living value, be it property or people. Within their city,
covered. After a successful raid, warriors from Odunos
armed Returned gangs roam the streets, quarreling for
usually dispose of their spoils in the Bothros-caring
no apparent reason. Beyond the city's walls, undead
nothing for their pillage. Occasionally this includes cap
raiders strike out, menacing the lands of Akros, Meletis,
tives, forced into the pit during wordless executions.
and Phoberos. These raids are led by the city's de facto
ruler, Tymaret the Murder King, a servant of Erebos CRYPTS OF THE LOST
tasked with returning Phenax to the Underworld. Know Beyond Odunos rises a cluster of tors honeycombed by
ing that Phenax could disguise himself as anyone, Ty countless tombs. Few know who were originally buried
maret slaughters all living souls, just to be thorough. in this morbid labyrinth, but the Returned care nothing
Those who would strike back against Odunos's raid for the corpses and dust. Occasionally, Returned who've
ers must venture through mires corrupted by sucking grown tired of their half-lives congregate here, waiting
bogs and necromatic horrors. Those who survive to for a final death to claim them. Some tales claim that
reach the city find it heavily guarded, its towers bris treasures lie amid the crypts, but others say that Phe
tling with sleepless guards and abominations of unliv nax first emerged from the Underworld here, and his - .
ing flesh. path could be retraced back into Erebos's domain. ..·
PHYLIAS
The souls that occupy Phylias were uninspired and
didn't strive for greatness in life. They plodded through
existence and left no mark upon the world through their
deeds or their deaths. In the afterlife they perform repet
itive tasks in close quarters with others just like them
selves, all in a mockery of a living community.
Artless architecture of plain, gray stone gives Phylias
an outward appearance of normalcy at first glance. But
the buildings are titanic, blocky masses of hodgepodge
construction erected seemingly without plan. Although
the structures might be impressive in size or number,
they are cold and hollow, derelict monuments in an end
less slum.
Those who arrive in Phylias are met by no one. They
are simply left to wander away and slip into a place
among the shuffling masses.
ADVENTURE LOCATIONS
Each god's section includes a map of an iconic location
often associated with a specific god. The description of
each location includes tables that list possible goals for
an adventure based there and villains the characters
might face there.
.
-
3 55 The attention of every celestial figure in the 2 74 A strong chemical smell follows a character.
night sky is suddenly focused on one charac- 3 75 A character exhibits a disease's symptoms.
ter or place. 4 76 Leaves shrivel and turn black, while flowers
4 56 Nyx appears in the shadows of all things. pour acidic nectar.
5 57 Two extra ethereal arms sprout from a char- 5 77 A snakeskin wraps around a way marker or
acter's body. personal possession.
6 58 The night sky appears to wheel overhead as 6 78 Patterns of clouds or stars slither away, mov-
though years are streaming by. ing with an audible susurrus.
3 61 Water (a stream, pool, rain, or a liquid in a 3 81 Objects, landmarks, even stars momentarily
container) turns to boiling blood. vanish, as if pilfered in plain sight.
4 62 A bestial roar erupts from over the horizon or 4 82 Everything turns shades of gray.
deep within the earth. 5 83 Creatures' mouths momentarily vanish and
5 63 The stars turn red. they can't make sounds or speak.
6 64 A character develops a ravenous hunger for 6 84 The sun momentarily melts, raining gold
raw meat. coins that vanish soon after landing.
65 Butterflies land on a character or fly together 85 The sound of a hammer rings in the air.
in a particular direction. 2 86 Noxious gas suddenly vents from under-
2 66 Fallen leaves blow perpendicular to the wind. ground.
3 67 The weather suddenly changes radically. 3 87 The ground or a metal object becomes un-
4 68 A colored arrow strikes nearby, arching from comfortably hot.
an impossible direction. 4 88 An animal moves in a mechanical manner.
5 69 Plants sprout and grow to maturity instantly. 5 89 Huge plumes of smoke rise from the horizon.
6 70 Trees and vines coil to hinder movement. 6 90 The earth shakes in a deliberate rhythm.
7 71 Animal tracks appear where nothing walks. 7 91 Something that was broken is reshaped into
8 72 A celestial lynx paces back and forth across something new.
the night sky. 8 92 A statue or metal object comes to life.
OMENS OF THASSA
d8 dlOO Omen ofThassa
happen if a character's piety score is reduced. Unlike traits described in chapter 6, commonly magic resis
a magic item, a divine blessing can't be suppressed by tance and magic weapons.
an antimagic field or similar effect. There is no limit on • They're of remarkable size, being at least one size cat
the number of blessings a character can receive, but a egory larger than normal.
Blessing ofFarsight (Requires Piety 3+). You ties to escape life's tedium, but a mortal who wants to
have advantage on Wisdom (Perception) checks that truly take control of fate can request an ordeal from one
Blessing ofProtection (Requires Piety 3+). As a task. To receive one, a candidate must accomplish at
bonus action, you can invoke your god's protection, least one near-impossible feat to even make the request:
providing you with a +l bonus to your AC for 1 minute. finding a pathway into Nyx. But the reward for triumph
Once you use this blessing, you can't use it again until is appropriate to the scale of the challenge.
scribed in chapter 1
An ordeal is a single encounter, which might involve
A magic item of a rarity appropriate to the charac
combat, interaction, a series of ability checks, or other
•
.. ..
ter's level
activities. It takes place in a dream state, so it's not ....
:i
of Erebos, Heliod, and Phenax, or the machinations of z
demons or the necropoleis of the Returned.
Athreos sees his responsibilities as necessary, but When this apprentice disappears, Athreos refuses to
doesn't cherish them. Were there a more efficient way ferry any more souls until his student is returned.
to maintain the cycle of life and death, or to create some 2 The wealth Athreos collects in payment for his work
sort of stasis, he might pursue it. Alternatively, wittingly has gone missing, stolen from his sanctuary at the
or otherwise, Athreos might allow some less reliable end of the Tartyx River. The River Guide needs the
being to take over his labors. Regardless of the circum treasure returned swiftly, not out of greed, but as it is
stances, any change in the River Guide's role would
payment for something beyond the gods.
have dramatic effects on the living and the balance of
3 The Rivers That Ring the World are drying up. As the
power between Theros's immortals. Adventurers caught
tides recede, great ruins are revealed, rising from the
in Athreos's machinations have the potential to influ
river bottom. Athreos sends agents to the headwaters
ence nothing less than the underpinnings of existence.
of the Tartyx River, seeking the cause of the problem
Correcting any imbalance in the cycle of life and death
likely involves the assistance of other gods. If Athreos before whatever the river had kept drowned emerges.
ever truly abandons his duties, it might be necessary for 4 War between Heliod and Erebos is inevitable. Rather
another to take up his labors. Candidates could include than letting it explode unpredictably, Athreos puts a
titans or gods, but a selfless mortal might also sacrifice plan into motion to mitigate the damage. Ultimately,
themselves to become the new Athreos. all it takes to end the war is Heliod's death or Erebos
j oining the Returned.
UNDERWORLD CROSSING UNDERWORLD CROSSING MAP
The Underworld crossing shown in map 4.1 is made up
The Tartyx River is dotted with ruined temples of Ath
of two halves of a bleak, broken temple on either side of
reos on either side of its banks that serve as crossing
the Tartyx River. Each half of the temple facing the river
points between the mortal world and the Underworld.
ends in a dock. The riverbank on the mortal side is cov
Souls of the dead wait on the riverbank at these desolate
ered in gold coins. This half of the temple holds a large
places for the River Guide to appear and grant them
sanctuary with a cracked floor and sinking altar where
passage to the Underworld side.
phylaskia and cerberi stand guard. Surrounding this
The ruined temple buildings are as enigmatic as
cavernous hall, shadowy corridors that lead to the dock
their patron. No priests inhabit or care for these places,
are covered in trapped glyphs that explode with energy
though they are guarded by cerberi and phylaskia (both
and collapse ceilings when activated by the presence
described in chapter 6). When living mortals enter these
of mortals.
shrines, the buildings come alive with magic traps
The temple half on the Underworld side of the river
meant to keep the living out of the realm of the dead and
consists of twisting crypt halls that hold no bones, bod
the dead from returning to the land of the living.
ies, or other remains-only dust and guardians. These
UNDERWORLD CROSSING ADVENTURES halls give way to a second sanctuary filled with somber
funeral music-though there are no instruments in
Adventures in Underworld crossings usually involve
sight. It's said that living creatures that hear this song
the characters entering or exiting the Underworld or
are driven to the depths of despair. A massive statue of
helping or preventing someone or something from doing
Athreos watches over this chamber and the guardians
so. Souls with coin left after crossing the Tartyx often
who reside there.
discard their excess valuables upon reaching the Under
world-their treasures proving useless in the realm of
UNDERWORLD CROSSING VILLAINS
the dead. The dunes of discarded coins that pile up on
Mortals who adventure in an Underworld crossing are
the Underworld's shores might be enough to tempt mor
likely to battle foes trying to enter or escape the Under
tal treasure hunters, even at the risk of being eternally
world-or trying to prevent the characters from doing
pursued by Athreos's servants.
so. Examples of such villains appear on the Underworld
Alternatively, it might be souls rather than riches that
Crossings Villains table.
tempt adventurers to the Tartyx's banks. A spirit who
died without payment for Athreos might linger at the
UNDERWORLD CROSSINGS VILLAINS
river's edge. Perhaps adventurers seek to help such a
lost soul pass on to the Underworld, or they might offer d6 Villain
to pay for passage if a spirit shares valuable information A Returned palamnite (see chapter 6) seeks to de
with them. In either case, adventurers might offer the stroy all Underworld crossings so the dead can freely
dead help in reaching their final resting place. enter the mortal world.
The Underworld Crossing Adventures table offers 2 A conquering general captures a number of Under
ideas for adventures that could occur in such a place.
world cerberi (see chapter 6), plotting to unleash the
terrifying beasts during a war.
UNDERWORLD CROSSING ADVENTURES
3 A greedy priest of Erebos steals coins from the dead
dl2 Adventure Goal before they are buried, thereby filling a crossing with
Enter the Underworld without alerting Athreos to your stranded souls.
presence.
4 A nightmare shepherd (see chapter 6) takes over a
2 Escape the Underworld.
crossing and doesn't allow souls to pass into the
3 Force someone to lose their identity in the waters of
Underworld. As a result, they become specters that
the Tartyx River.
harass the living in the mortal world.
4 Escort a Returned sentry (see chapter 6) escaping
5 A priest of Athreos becomes annoyed with the dead
from the Underworld into the mortal world.
5 Bargain with a lampad (see chapter 6) to learn where returning and sends armies of clergy to secure the
the body of a lost hero lies entombed. mortal side of the crossing.
6 Get information from a soul waiting to be ferried to 6 A satyr reveler (see chapter 6) seeks to throw an eter
the Underworld. nal revel! By stealing coins from the dead, the satyr
7 Pay for a stranded soul to cross the Tartyx River. traps souls at his morbid, Tartyx-side bacchanal.
8 Steal a specific valuable f rom the banks of the Tartyx
River and escape unseen.
9 Sail from the crossing to a nearby, haunted island in
the center of the Tartyx River.
10 Convince an innocent spirit who keeps returning to
their mortal home to pass into the Underworld.
11 Seek an audience with Athreos.
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''See chapter 6 for details about these creatures in Theros. EPHARA'S DIVINE SCHEMES
d4 Scheme
EPHARA AS CAMPAIGN VILLAIN Ephara tries to curry Karametra's favor, hoping to
A campaign with Ephara as the villain might be well persuade her to use her influence over agriculture
suited to a wilderness-based campaign. Many people of to help the cities under Ephara's protection flourish.
the wilds see the patron of cities as inherently villain But Karametra, as the patron of Setessa, thinks that
ous-a colonialist monster who crushes the wilderness Ephara's focus on cities is dangerous and damaging
in the name of supposed civilization. For player charac
to the lands. Nylea lashes out at both Karametra and
ters who are affiliated with the wilderness or who wor
Ephara, believing them to be working together.
ship Nylea, Ephara makes an obvious antagonist.
2 Ephara attempts to strip Phenax of his "stolen" divin
A likely storyline with Ephara as the main villain
ity, outraged by his influence over criminals.
would involve the characters trying to stop champions of
3 A recent earthquake has changed the coastline,
Ephara from establishing a new city or expanding an ex
isting city into the wilderness, displacing the people and exposing a new island with a verdant and lush land
creatures that inhabit the area. This wilderness could scape. Ephara and Nylea are locked in a battle for
be where the characters live, or the residents of the area control over the island, with Nylea wanting it to re
might ask the characters for help. Since the followers main wilderness and Ephara seeking to build a city on
of Ephara see cities as inherently superior to other lo the fertile ground.
cations, they are unmoved by simple pleas to leave the 4 Ephara sends champions to free a city from the
wilderness as it is, and the characters likely must stop
control of tyrants who worship Mogis, god of wrath.
them by force.
Mogis retaliates by sending his armies to attack a city
under Ephara's protection.
civilized life in Theros, but all the gods are usually hon 2 A group of thugs vandalizes market stalls whose
ored in these forums with statues or other works of art. owners don't pay a weekly protection fee.
3 Cultists of Pharika plot to spike the wine at a party in
AGORA ADVENTURES the agora with an experimental poison.
An agora is the perfect location for adventures where
4 A snake charmer overreaches when he unsuccessfully
roleplaying takes center stage. The characters could
attempts to control an a mphisbaena (see chapter 6)
use the crowd as cover for a clandestine meeting or as
during a performance.
an audience to rally to action. A simple shopping trip in
5 A disgraced priest of Ephara releases a horde of
an agora can turn into an adventure when a thief steals
anvilwrought creatures (see chapter 6) on a crowd
from the characters or they overhear a sinister conversa
tion. The Agora Adventures table offers ideas for adven gathered at the agora.
tures that could occur in such a place. 6 A mage politician uses enchantment magic to spread
rumors about rivals.
AGORA ADVENTURES
d12 Adventure Goal
Apprehend the ringleader of a thieves' guild who fre
quently targets people in the agora.
2 Protect a civil leader giving a speech.
3 Perform for an audience.
4 Humiliate someone giving a speech or performing.
5 Make a profit running someone's market stall.
AGORA MAP
The agora shown in map 4.2 is surrounded by stoas,
with statues of different gods on their roofs overlooking
the public area. Market stalls stand in orderly lanes, and
vendors position their carts between them.
Two stages stand at either end of the forum. One is a
huge platform where performers, politicians, and phi
losophers address the crowds. The smaller stage has
steps that lead up to a higher platform. Criminals sen
tenced to death are thrown from this height onto the
ground below, where the crowd then finishes the job.
Stocks are also set up at the top of this stage for petty
criminals to be publicly humiliated.
.
-
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MAP 4.2: AGORA ...
EREBos's VILLAINS
Erebos's sphere of influence is every bit as essential to
Jealous but patient, Erebos is a demanding master. His
life on Theros as Heliod's, but it is easy to see why many
champions know that service to him lasts not just until
take a dim view of him and his champions. The status
their deaths, but beyond that.
quo that Erebos seeks to uphold is a brutal one, based
on the tragic fact that every life ends in death.
EREBos's CHAMPIONS Followers of Erebos might become villains when they
Erebos spends most of his time and attention on the follow their god's orders, sowing despair among the
Underworld, leaving his champions to safeguard his in populace. Some become death-crazed killers or dispas
terests in the realm of the living. He might call upon his sionate murderers, unable to see the difference between
followers to punish those who escape the Underworld, dying now and dying later. Others abuse their blessings
spread despair, or thwart the schemes of other gods, to cheat death for themselves or their loved ones, and
particularly Heliod and Phenax. The Erebos's Quests still others simply want to get rich.
table suggests a few adventures the god's champions The Erebos's Villains table suggests a variety of foes
might involve themselves in. that might arise from among the god's followers.
Capture a hero who came back to Theres as a Re A veteran bargains with Erebos to allow him to re
turned and send them back to the Underworld. main in the living world as a Returned in exchange for
2 Find out why those who die in a coastal village never a steady stream of mortal sacrifices.
arrive in the Underworld, and why the village is 2 A prominent knight of another god loses their entire
haunted by eidolons. family, then publicly turns to Erebos in hopes of being
3 Protect those who attend the funeral of a village elder reunited with loved ones in the Underworld.
in the hills near Akros, where minotaurs have dis 3 An acolyte convinces Erebos to bring her murdered
rupted recent burials. daughter back to life, but the daughter is restored as
4 Investigate an alchemist who claims to have trans a potent Returned who now terrorizes the polis.
muted lead into gold-but who might somehow be 4 A wealthy noble drives tenants out of a poor part of a
stealing it from the Underworld. polis so he can build a temple to Erebos.
S Refute the claim of a priest of Heliod who is said to S The queen of a remote settlement prays to Erebos
be immortal because of the sun god's blessing. for endless treasure, and Erebos "blesses" her by
6 Take an aging champion of lroas who has pledged turning the nearby river to liquid silver. The tyrant is
their soul to Erebos in exchange for a glorious death delighted, but everyone else in her domain suffers.
on one last foray into the wild lands. 6 A priest of Erebos terrorizes a village, convinced that
a particular Returned has taken refuge there.
AN EREBOS CAMPAIGN
A campaign structured around the player characters as EREBos's MONSTERS
champions of Erebos often invites a certain amount of Erebos has legions of fallen monsters, heroes, and
moral complexity. Perhaps heroes are brought together villains that he can send back to the world of the living
to oppose an overreach by a champion of Heliod. Or temporarily as Nyxborn. The Erebos's Monsters table
maybe they're united by some common plight such as presents just a few foes likely to serve the god's will.
plague or war, as Erebos grants his blessings to those
who determinedly face fate. From there, they might be EREBOS'S MONSTERS
drawn into helping Erebos maintain the line between
Challenge Creature Source
life and death by fighting against Returned raiders.
1/2 Shadow MM
2 Two-headed cerberus MOT
3 Lampad MOT
3 Nightmare MM
·-
9 Aberrant overlord MOT Erebos has captured Phenax's eidolon, the identity
11 Doomwake giant MOT severed from Phenax's body when he became the first
11 Nightmare shepherd MOT Returned, and uses it to force Phenax to serve his
whims.
''See chapter 6 for details about these creatures in Theros.
2 Erebos unleashes a deadly plague. The cure grows
EREBOS AS CAMPAIGN VILLAIN only in the peaceful Underworld realm of llysia. Mor
tal champions flock to llysia, threatening to breach
The god of death is a natural villain, whether from the
the ward's sanctity and allow Erebos's influence to
beginning of the campaign or after he takes a villainous
creep in.
turn against his former champions.
3 Servants of Heliod find a stone that can raise the
As a campaign villain, Erebos will try to carry out
the worst of his schemes: sowing despair, ending lives dead in both body and soul. Enraged, Erebos sends
before their time, or supplanting Heliod. The campaign his followers to claim the stone, which Heliod's wor-
might begin with cultists of Erebos committing random shipers have claimed as a holy relic.
murders, then escalate when a prominent priest or 4 With the aid of Pharika, Erebos creates a poison ca
champion of Heliod is assassinated. Adventurers who pable of killing a god. Learning of this, the other gods
have no love for the sun god might still find cause to put try to force Erebos to relinquish the poison, but the
a stop to Erebos's terrors-particularly if he starts lash god of the dead has already deployed it in the form of
ing out against followers of other gods.
a sapient being. Now, champions of the gods scour
the world, searching for the living weapon.
EREBos's DIVINE SCHEMES
When the god of death chooses to move against the
other gods, the effects can be catastrophic. The Erebos's
Divine Schemes table suggests a few ways Erebos might
move against both gods and mortals.
•
GRAVEYARD TEMPLE ADVENTURES
dlO Adventure Goal
Rob a grave or the temple's vault.
2 Protect a grave or the temple's vault from robbery.
3 Destroy a seemingly endless wave of undead pouring
forth from a graveyard.
4 Prevent the funeral of a loathed individual from being
disrupted.
5 Find an entrance to the Underworld in the graveyard.
6 Reunite a Returned sentry (see chapter 6) and their
ghostblade eidolon (see chapter 6).
7 Destroy giant spiders infesting a tomb.
8 Acquire death records for a family from a temple full
of angry spirits.
9 Escape the graveyard when undead suddenly rise and
overtake the complex.
10 Use a person's remains to raise them from the dead.
ODD .
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order, justice and fidelity. On a larger scale, he seeks even minor infractions of law.
to establish his superiority over the other gods, and his 2 A leader persecutes an entire population of people
mortal champions might get caught up in those schemes because of a crime committed by a single member.
in ways both large and small. 3 An assassin starts killing everyone connected to a
The Heliod's Quests table suggests a few adventures
trial after which the perpetrator was exonerated.
the god's champions might involve themselves in.
4 A fanatical priest tries to undermine the priests of
other gods by outlawing their holidays.
HELIOD'S QUESTS
5 A tyrant suppresses free expression, punishes
d6 Adventure Goal
protesters, and quashes any form of dissent.
Bring a shard of sunlight to a place of unending
6 A nervous oracle (see chapter 6) identifies the charac
darkness.
ters as a threat to the stability of the polis.
2 Establish law and order in a place of anarchy and
lawlessness.
HELIOD'S MONSTERS
3 Keep people safe from a natural disaster caused by
Heliod is rarely associated with deadly monsters, more
the anger of another god (such as a volcano spawned often with celestial messengers and noble creatures.
by Purphoros or a tidal wave caused by Thassa). Even so, adventures that bring characters into conflict
4 Hunt down a notorious lawbreaker who has fled from with Heliod's agents might pit them against creatures
a polis into the wilderness. such as those on the Heliod's Monsters table.
5 Triumph in a contest of strength or charisma to prove
Heliod's superiority over the other gods. HEL1oo's MONSTERS
6 Defeat a champion of another god (most likely Challenge Creature Source
Erebos, Purphoros, Phenax, or Mogis). 1/8 Noble MM
2 Centaur MM
A HELIOD CAMPAIGN
2 Griffon MM
A campaign structured around champions of Heliod
2 Pegasus MM
might cast adventurers as valiant protectors of civiliza
3 Fleecemane lion MOT
tion. Rampaging monsters, lawless agitators, hardened
criminals, oath breakers, and the champions of Heliod's 9 Cloud giant MM
of other gods, they might find themselves the targets of has vanished from the sky in the mortal world, and
Heliod's agents, marked as a threat to order and stability the dead can't enter the Underworld.
in the poleis. 2 Heliod grows tired of the battles between lroas and
Such a campaign might end with the characters ap Mogis, and he decides to end their conflict by ban
peasing Heliod in some way, convincing the other gods ishing Mogis. To his surprise, both gods turn against
(especially Kruphix or Klothys) to intervene and rein in him. The resulting conflict causes the sun to rain
Heliod's hubris, or even confronting Heliod with the sup
divine blood, producing bizarre effects.
port of other gods.
3 Angry at the hubris of nobles who boast of having the
HEuon's DIVINE SCHEMES best hounds, Heliod turns all dogs into wolves and
Heliod's activities among the other gods can have a monsters that kill and run wild.
wide-ranging impact on the pantheon and the mortal 4 Heliod arms a champion with his weapon, Khrusor,
world. The Heliod's Divine Schemes table offers exam but the hero goes wild with power and tries to slay
ples of how the god might have a mythic impact on the Purphoros. The repercussions border on the cataclys
mortal world, embroiling the characters in the middle of mic, with the champion slain, Mount Velus erupting,
divine squabbles. and the spear shattered. Only Purphoros can repair
the spear, and he's hardly in the mood to do so.
tures table offers plots that could occur in such a place. 2 A secret cabal of Phenax cult fanatics infiltrates the
temple and uses details learned in private counseling
SUN TEMPLE ADVENTURES sessions to blackmail worshipers.
Acquire an artifact used by a legendary hero. liod, seeks to destroy all sun temples in the hopes of
2 Defend a hero being honored in a ceremony from an bringing about everlasting night.
3 Acquire the remains of a legendary hero from the terfeit heroic artifacts to those he can't see as being
4 Prevent a wedding from taking place, so the couple's 5 A lazy priest of Heliod risks bringing the god's wrath
union doesn't fulfill an ominous prophecy. down upon the entire temple.
5 Expose a celebrated hero as a fraud. 6 An archmage devoted to Heliod has created a second
6 Learn the sins of a person seeking religious counsel. sun, one which endlessly illuminates the land and
burns those she considers wicked.
' ..
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CHAPTER 4 I CREATING THEROS ADVENTURES
" .
lROAs's VILLAINS
Iroas, for all his love of justice and honor, is still a god of
lROAS
war. Anyone on the opposing side of Iroas's forces can
expect to face motivated, dedicated warriors. He is also
quite stubborn and takes losing a challenge personally,
lroas expects much of his champions. Constant training sometimes declaring a vendetta if he believes the chal
and testing oneself against the strongest foes available lenge was won dishonorably.
are the hallmarks of lroas's champions. lroas's followers sometimes forsake mercy and com
passion, as matters of honor and victory are uppermost,
lROAs's CHAMPIONS making them pitiless foes. Writ small, this behavior
could show up in an overzealous young commander
lroas's champions are his generals, through whom he
who would sacrifice his unit in a hopeless battle rather
can deliver death blows to his enemies. On a daily basis,
than retreat. If a great champion of Iroas loses their
Iroas serves the causes of justice and honor. The weak
moral compass amid the horrors of war and commits
are to be protected, just laws are to be upheld, and evil
atrocities in the name of victory, Iroas himself will send
doers must be struck down in righteous anger. Iroas's
heroes to stop the fallen champion.
champions also serve as his vanguard in the eternal war
The Iroas's Villains table suggests a variety of foes
against his brother, Mogis.
that might arise from among the god's followers.
The Iroas's Quests table suggests a few adventures
the god's champions might involve themselves in.
IROAS'S VILLAINS
3 Sail to a remote island to reclaim a lost weapon of 2 A general (Akroan hoplite; see chapter 6) commands
great power. a town be put to the torch for its soldiers' crimes.
4 Establish law and order in a place of anarchy and law Followers of Phenax are actually responsible for the
' -
·-
IROAS1S MONSTERS
Challenge Creature Source
1/8 Guard MM
•
Nyx-fleece ram MOT
2
3
Griffon
Akroan hoplite
MM
MOT
6
3 Fleecemane lion MOT
,
5 Gladiator MM
7 Stone giant MM
11 Roe MM
ARENA MAP
The arena shown in map 4.5 has a ring of raised
benches and private boxes around its sandy floor. The
map of the arena's upper levels depicts the exterior
seating and the interior halls below (both of which are
largely mirrored on the map's opposite site). Tunnels
and trapdoors allow competitors to enter the arena
from almost any angle. A large tarpaulin attached to the
roof can be unfurled to shade the arena's audience. An
awards platform serves as a shrine to Iroas. Winners
of athletic competitions stand here to receive medals,
wreaths, rewards, the blessings of priests, and the
praise of the crowd.
Outside the arena and beneath the seats are
open areas and alcoves where vendors sell con
cessions and trinkets, along with booths for
making bets.
The space under the arena holds gymnasi
ums, an equipment hall, and several staging
areas and specialty rooms used as locker
rooms, animal pens, and separate training
areas for various creatures.
·-
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>- MAP 4,s: ARENA
-·
established communities, but her most cherished cham 4 The head of a prominent family (noble) continues to
pions are those who strike out to found a new settlement exert abusive control over their adult children, citing
or bring aid to a struggling or endangered community. their role as matriarch or patriarch to justify it.
She loves most keenly those followers who embody her S A local leader (druid) forces marriages between wid
values of putting community before self by leaving their
ows and widowers to increase the population.
peaceful lives behind and looking for others to bring into
6 A polis leader (soldier) begins doing sweeps of the
the fold. And her pride in them is all the greater when
surrounding countryside to round up non-citizens
they manage to build chosen families who journey with
and put them to work supporting the community.
them to pursue the same goals.
KARAMETRA'S MONSTERS
Karametra's followers usually protect innocents from
monsters, but in certain circumstances, they might op
pose characters. The Karametra's Monsters table pres
' �
ents a few foes likely to serve the god's will.
·-
have over mortal lives, the collective force of mortal be and Pharika band together to reduce her power.
lief can reshape the gods' very nature. 4 Karametra bestows her gifts on a wild cultist or mi
As a campaign villain, Karametra might seek to notaur champion trying to encourage her older, more
return to her blood-soaked origins, sending her cham bloodthirsty worship. The faith takes hold, causing
pions to convince communities they must again make the god to make vicious demands of her followers.
WATCHTOWER ADVENTURES ral stairway ascends through all the higher levels.
The second floor has an enclosed portion with space
A watchtower adventure usually hinges on challenging
for storage, food supplies, and kitchens. A broad bal
the characters to find a way into or out of the fortress. As
cony features gardens of trees, vines, and food-bear
a military structure, a watchtower might hold secrets,
ing plants.
weapons, soldiers, and prisoners, any of which the char
The third floor looks much like the second, but has
acters could liberate or defend. If the characters take
barracks for guards and a mess hall. Some of the bal
over a watchtower, they could try to keep it for them
cony space is given over to archery targets, but most of it
selves. The Watchtower Adventures table offers ideas for
is still gardens.
adventures in such a place.
The fourth floor is similar to the last two, with rooms
for priests and a library. There are also gardens on the
WATCHTOWER ADVENTURES
balcony, perhaps featuring rarer or stranger plants.
dlO Adventure Goal
The top floor is open to the sky and is the main sanc
Guard a watchtower from assault. tuary of Karametra. A statue of the god and an altar
2 Assault a watchtower, defeating the guards defending are here. Several ancient trees form a canopy, and their
it and claiming it for a different god. trunks are sculpted to look like great heroes.
3 Steal military plans kept within a watchtower without
WATCHTOWER VILLAINS
alerting any of the guards inside.
Villains at a watchtower usually want to take over, de
4 Free a prisoner from a cell.
stroy, steal from, or infiltrate the place, or they already
5 I nfi Itrate the watchtower as spies.
occupy it and use the defensible position to crush their
6 Clear out monsters than have taken over the place. enemies. Examples of such villains appear on the
7 Steal a legendary weapon. Watchtower Villains table.
10 Train soldiers at a watchtower to face an approaching A disguised abhorrent overlord (see chapter 6) con
1 square = 5 feet
� .
MAP 4.G: ARBOR WATCHTOWER
.. ·
KERANOS'S VILLAINS
ll ..
Inspiration, unguided by morals and ethics, is a danger
ous force, but Keranos isn't usually concerned with mat
ters of good or evil. As such, a charismatic leader, acting
on Keranos's divinely inspired intuition, could find them
Mercurial and temperamental, Keranos personifies selves succumbing to megalomania and hubris, with
storms. Adventuring in the service of the god of storms disastrous consequences for a polis.
is often challenging but never dull. Keranos's followers can become too narrowly focused
on fulfilling dangerous prophecies without regard for
KERANOS'S CHAMPIONS loss of life. If you want to pit the characters against a
Keranos sees his champions as tools to bring insight morally gray antagonist who might have some traits or
and change to the world. He doesn't contemplate the qualities that they admire, Keranos and his followers
moral or ethical consequences of his insights, believing would work admirably.
that such concerns are beneath a god's notice. This out The Keranos's Villains table suggests a variety of foes
look might put his champions in a difficult ideological that might arise from among the god's followers.
situation, stuck between the demands of a wrathful deity
and uncomfortable moral choices. KERANOS'S VILLAINS
The Keranos's Quests table suggests a few adventures d6 Villain
the god's champions might involve themselves in.
An oracle (see chapter 6) foretells disaster for a polis
unless a number of innocent citizens are sacrificed.
KERANOS'S QUESTS
2 An mage servant of Keranos enhances storms as they
d6 Adventure Goal
form, threatening the countryside.
Help a genius artist who had their inspiration physi
3 An artist (commoner) creates incredible works of art
cally stolen.
whose subjects come to life and wreak havoc.
2 Break down a ruling structure that stifles ingenuity
4 An archmage who controls lightning rises to power,
and creativity.
blasting those who oppose her to smithereens.
3 Bring together lost icons of power to create an incred
S A wild-eyed oracle (see chapter 6) points to the char
ible storm with the might to halt a greater threat.
acters as harbingers of a coming disaster.
4 Find a long-lost artifact that bestows oracular visions
6 A living storm deluges an area, taking what it believes
upon the user.
is righteous revenge on a community.
S Defeat the champion of another god in a battle of
wits (perhaps Phenax, Mogis, or Klothys). KERANOS's MONSTERS
6 Find and restore a lost art form, arcane technique, or Keranos is associated with creatures that act as ex
crafting method for the glory of Keranos. tensions of his volatile temper or his sudden, blinding
insights. Adventures that bring characters into conflict
A KERANOS CAMPAIGN with Keranos's agents might pit them against monsters
A campaign focused on champions of Kera nos might such as these. The Keranos's Monsters table presents
involve acquiring oracular visions, unraveling a proph just a few foes likely to serve the god's will.
ecy, or bringing vengeance down on the storm god's
enemies. He uses his champions as agents of change KERANOS'S MONSTERS
to bring about a great epiphany, as instruments of ven Challenge Creature Source
geance against those he feels have wronged him, or as
2 Centaur MM
divine agents sent to aid his faithful.
3 Akroan hoplite MOT
As the campaign begins, the characters might be
summoned by an oracle and told of a dire prophecy 3 Blue dragon wyrmling* MM
threatening the polis. Next, they manage to avert the 5 Air elemental MM
worst consequences for the polis through their wits and 7 Theran chimera MOT
skill at arms. Now, having demonstrated their potential 9 Young blue dragon'' MM
to the polis and Keranos, they become embroiled in ever 13 Storm giant MM
grander, more dangerous prophecies, potentially draw
16 Adult blue dragon'' MM
ing in secrets of the other gods or of reality itself.
23 Ancient blue dragon* MM
It is relatively easy for a mortal to lose Keranos's favor
� *See chapter 6 for details about these creatures in Theros.
..
because the god is quick to anger and doesn't suffer
·-
The campaign might end with the adventurers unrav vast knowledge to any person or beast she touches.
eling a troublesome prophecy, proving themselves of The advent of sagacious cattle, wolves, and children
sufficient wisdom to merit respect, or when they con greatly disrupts (and unnerves) those who live in the
vince the other gods (especially Klothys) to intervene areas through which Keranos's champion travels.
and check Keranos's wrath. 4 Keranos creates a realm of his own design amid the
Dakra Isles, a place where the land and its creatures
KERANos's DIVINE SCHEMES
obey unique physical laws and strange truths. Some
Keranos doesn't interact much with the rest of the pan
of the inhabitants escape the isle and begin infecting
theon, preferring to brood and dispense epiphanies in
solitude. He is, however, easily roused to anger and goes the rest ofTheros with their alternate reality.
The Abandoned Temple Adventures table offers ideas who engage in taboo behavior are often found in aban
for adventures that could occur in such a place. doned temples. Examples of such villains appear on the
Abandoned Temple Villains table.
KRUPHIX'S VILLAINS
Enigmatic and patient, Kruphix influences the lives of Kruphix doesn't often act in the world, but when he
his champions in ways both subtle and profound. does, his agenda is often morally ambiguous, and his
servants' sacred quests can look like villainous schemes
KRUPHIX'S CHAMPIONS from other points of view. Kruphix often leaves his
Kruphix seldom works directly in the mortal world, pre instructions open to interpretation, and not all of his
ferring to act through his champions-when he acts at agents use this considerable latitude responsibly.
all. He might call upon his followers to suppress a dan The Kruphix's Villains table suggests a variety of foes
gerous truth, reveal a vital secret, or end a destructive that might arise from among the god's followers.
conflict. When the other gods send their champions to
circumvent divine agreements, Kruphix often calls upon KRUPHIX'S VILLAINS
his champions to set things right. d6 Villain
The Kruphix's Quests table suggests a few adventures
An oracle (see chapter 6) seeks to erase the memo
the god's champions might involve themselves in.
ries of an entire community, reducing them to a sim
pler, happier, more natural state.
KRUPHIX1S QUESTS
2 A gynosphinx possesses magic that can stop a ram
d6 Adventure Goal
paging monster, but refuses to share it for fear that it
Seize a powerful magic item from those who would
might be misused.
misuse it, study it, and then destroy it.
3 A former agent (spy) of Kruphix knows the location of
2 Capture a former follower of Kruphix who used secret
an unguarded portal to the Underworld and plans to
knowledge for personal gain and deliver them to
sell it to the highest bidder.
Kruphix's temple for judgment.
4 A noble sows discord among Heliod's followers,
3 Suppress all knowledge of a dangerous secret, such
believing that the sun god is the greatest threat to
as the location of a fountain of immortality, by any
harmony among the gods.
means necessary.
5 An archmage works to destroy the Temple of Mystery
4 Bring proof of a powerful conspiracy to the leaders of
to further divide Nyx from the mortal world.
a human polis while evading or defeating the agents
6 A cult fanatic of Kruphix learns that the characters
sent to stop you.
have discovered knowledge mortals were not meant
5 Investigate rumors of an unearthed divine relic and
to know and works to silence them.
decide whether it's safe to be in the mortal realm.
6 End a conflict between the followers of two other KRUPHix's MONSTERS
gods, whether by mediating, forcing a truce, or siding Kruphix is rarely associated with monsters, but those
with the weaker group to defeat the stronger one. most likely to serve him appear on the Kruphix's Mon
sters table.
A KRUPHIX CAMPAIGN
A campaign structured around champions of Kruphix KRUPHIX1S MONSTERS
can embrace moral complexity, with the adventurers Source
Challenge Creature
sometimes making choices that cause short-term harm
1/4 Blink dog MM
in the service of long-term good. They might be charged
1/2 Cockatrice MM
with destroying secret knowledge that could help peo
ple, revealing a secret that could kill someone but avert 2 Nothic MM
a larger conflict, or standing in judgment over whether 3 Phase spider MM
knowledge is safe or unsafe. 6 Invisible stalker MM
At the beginning of the campaign, the characters 7 Theran chimera MOT
might be united by their discovery of a powerful secret,
11 Gynosphinx* MM
earning Kruphix's patronage in order to keep that secret
12 Archmage MM
safe. Armed with knowledge that they alone possess,
17 Androsphinx* MM
the adventurers set out to learn more about the secret
t. ..
they share and avert dangers that only they are aware of. *See chapter 6 for details about these creatures in Theros.
·-
Just as Kruphix reins in the worst excesses of the someone has already entered, employed the passages
other gods, the best chance of foiling Kruphix as a vil there, and stolen something from the past.
lain lies in the nature of Kruphix himself. A campaign in 3 A philosopher in Meletis argues that the gods rely
which Kruphix is a villain might end with the adventur on mortals for their existence, rather than the other
ers convincing him that his current actions don't serve way around. When this idea gains adherents, Kruphix
the balance among the gods. Kruphix's mind isn't easily curses the P.Olis so that no one can speak or read.
changed, though, and the adventurers might need to
4 After a minor altercation between the gods, Kruphix
produce extraordinary testimony or evidence. Even just
declares a new Silence. He refuses to lift it unless the
reaching Kruphix in order to communicate with him
other gods agree to aid him in forcing Klothys back
could easily require the patronage of other gods.
into the Underworld.
to the activities of another god. The Kruphix's Di- Legends say that Kruphix's holiest temple of mystery stands
at the edge of the world. Dominated by Kruphix's Tree, the
vine Schemes table presents a few examples of how
temple overhangs Nyx itself, jutting past the vast waterfall
Kruphix's inflexible judgments might have a mythic im
that marks the edge of the mortal realm. The site's precise lo
pact on the mortal world and make divine conflicts more
cation can't be found on any map, but tales claim it is one of
severe rather than less.
the few places on Theres where mortals can pass directly into
Nyx. To pass beyond the waterfall anywhere else is to tumble
into the Underworld.
TEMPLE OF MYSTERY dl2 Adventure Goal
A temple of mystery is an enigmatic location full of puz 5 Learn how a particular trap or puzzle works so it can
zles and traps, found in remote regions of Theros. It is be recreated.
believed that surviving and solving the mysteries of such 6 Solve more challenges than a rival party of adventur
a shrine earns Kruphix's respect. Some scholars claim ers who are also in the temple.
the temples aren't stationary and that finding a shrine's 7 Enter the temple and contend with a complex trap
location is the first puzzle that explorers must solve. that, over time, has developed consciousness.
The priests who care for temples of mystery tend to
8 Lead dangerous individuals into the temple and en
be as mystifying as the puzzles within the places. Each
sure they never leave.
temple typically has one caretaker-a powerful oracle
9 Question the priest to find the location of another
willing to answer questions for adventurers who can
temple of mystery.
overcome the temple's challenges. The priests are par
ticularly impressed with guests who can solve puzzles 10 Lead dangerous creatures into the temple to trap
At most temples of mystery, the most valuable knowl 11 Defeat a cabal of mages that has claimed the temple.
edge and treasures are protected by the most difficult 12 Defeat a temple's challenges to get the attention of
and deadly challenges. For a few bold-or foolish-inves the gods.
tigators, the rewards are worth the risk.
TEMPLE OF MYSTERY MAP
TEMPLE OF MYSTERY ADVENTURES
The temple of mystery shown in map 4.9 presents a lab
Exploring a temple of mystery presents the opportunity
yrinth Kruphix might use to test followers and to protect
for an adventure that features puzzles and traps, though
valuable secrets of existence. The four-armed sculpture
you can also populate it with any other challenges you
at the maze's heart is said to hold a great secret, perhaps
like. The Temple of Mystery Adventures table offers
a mysterious treasure or a riddle that the statue alone
ideas for adventures that could occur in such a place.
can speak. Each other chamber in the complex also
holds its own unique puzzle or trap. When solved, these
TEMPLE OF MYSTERY ADVENTURES
hazards allow one to progress, but also often impart
dl2 Adventure Goal some lesson about history, the nature of the cosmos, or
Find and repair one of the temple's challenges that the explorer themselves. While this temple exemplifies
has malfunctioned. one of Kruphix's more elaborate (and potentially deadly)
2 Seek the help of the temple's priest, who's become holy sites, no two of the god's temples are alike.
1 square = 5 feet
.. ·�
MAP 4.9: TEMPLE OF MYSTERY
....
Mogis demands deeds, not just words, from his follow MOGIS'S VILLAINS
ers-and he is by far the most bloodthirsty god of the Unquestionably, Mogis makes an excellent villain. His
pantheon. As such, Mogis and his worshipers are ideal lust for bloodshed and willingness to fight all comers
antagonists to pit heroes against. Tread carefully when makes him easy to build a campaign around if you want
using him as a patron, as his area of concern trends to a straightforward, unambiguous foe.
ward villainy rather than heroics. Mogis's followers could be anything from a disgraced
politician seeking revenge against their enemies to a
MoGis's CHAMPIONS roving band of minotaurs pillaging the countryside. Mo
Mogis's champions are extensions of his ability to wreak gis's faithful tend to be at least partially blinded by dark
havoc in the world. The god of slaughter cares only for emotions, a state that might make them easy to manipu
causing strife, and he uses his agents to heighten the late by the followers of clever deities. The servants of the
tension between the poleis, hoping to ignite an all-out god of slaughter aren't all mindless brutes, though, and
war. In part, he wants to cause so much carnage that many allow themselves to be underestimated as a ploy
his brother eventually has no choice but to face him in a to bring ruin upon their foes.
duel to the death. The Mogis's Villains table suggests a variety of foes
The Mogis's Quests table suggests a few adventures that might arise from among the god's followers.
the god's champions might involve themselves in.
Moc1s's VILLAINS
Moc1s's QuEsTs d8 Villain
d6 Adventure Goal A petty tyrant (gladiator) rules his populace through
Foment a war between rival poleis. threats and intimidation. His favorite pastime is forc
2 Bring about anarchy and lawlessness in a formerly ing unwilling subjects to fight in gladiatorial blood
peaceful polis. sports.
3 Organize disparate groups of bandits and criminals 2 A band of minotaurs directed by a champion of Mogis
into a cohesive fighting force. forges a trail of devastation through the countryside.
4 Hunt down a famous defender of the law who cham- 3 A serial killer (assassin) stalks the streets of the polis,
pions I roas. taking lives seemingly at random.
S Triumph in a contest of strength or endurance to 4 An oracle (see chapter 6) of Mogis marches into
prove Mogis's superiority over other gods. town and predicts doom on the populace within a
''See chapter 6 for details about these creatures in Theros. army in an all-out assault on Akros, hoping to draw
lroas into battle and defeat him once and for all.
MOGIS AS CAMPAIGN VILLAIN 2 Mogis bargains with Pharika, convincing her to create
Left unchecked, Mogis and his followers would destroy elixirs that will turn his followers into invincible mon
all of creation. This situation leads to plenty of campaign sters. He sends his champions to fetch the necessary
hooks and opportunities for the characters to act hero ingredients for her.
ically in the face of classically villainous foes. 3 A bitter noble makes a pact with Mogis for power in
Mogis is obsessed with defeating his brother Iroas, exchange for carrying out a plot to ignite a war be
just as Iroas is obsessed with besting him. The char tween Meletis and Setessa. Thousands will die unless
acters could easily find themselves in the middle of the the scheme is put to rest.
brothers' war. At first, they might be swept along by
4 Mogis agrees to ally with three other gods against
events, but as they grow in power, the characters will
their rivals if they help him defeat lroas. Mogis's
become the key to checking Mogis's influence, perhaps
brother does the same. Soon the entire pantheon di
even helping Iroas triumph over his brother. Such an
vides along faction lines and prepare for the final war.
event could be fraught with unforeseen consequences
for the fate of Theros!
•
•
Canyon Shrine Adventures table offers ideas for adven 4 Amanticore captures warriors and forces them to
tures in such a place. fight to the death for its amusement.
5 Agroup of cyclopes capture travelers and keep them
CANYON SHRINE ADVENTURES as livestock in their caves.
dlO Adventure Goal 6 Alamia lures young nobles into its cult with promises
Survive a journey through the canyon while escorting of hedonism and sells those who disappoint it to
2 Slay a massive, blood-drunk monster that rampages 7 Avicious gynosphinx captures groups of people,
through the region. then forces one person to choose which of the others
3 Find a band of minotaurs residing in the canyon and should be devoured first.
convince them to attack a gang of undead about to 8 The victims of the canyon's inhabitants rise as
pass through on their way to attack a village. wraiths determined to end al/ life in the area.
4 Consult a hermit who lives in a hidden part of the
canyon.
5 Retrieve an item buried amid the shrine's sacrifices.
6 Destroy the shrine.
7 Negotiate with a group of Mogis's followers.
8 Convince a young aristocrat who was seduced into
joining a cult of Mogis to return home.
9 Infiltrate a cult of Mogis to learn of any raids they
have planned.
10 Steal an egg from a griffon nest in the canyon.
� ..
·..
1 square=lOfeet
CHAYTER 4 I .
CR.EAT! NG THEROS ADVENTU.RES
155
Nylea's dictates are simple but inflexible, and her
champions find that her favor turns to wrath if they ne
glect their duty to the forest. She might simply banish
them from the Nessian Wood, or she might become a
villain, with the characters either seeking to appease
her or trying to find a new divine patron to protect them.
NYLEA'S VILLAINS
From Nylea's perspective, her desires are benign, but
NYLEA
her unwillingness to favor sapient beings over wild ani
mals and plants sometimes makes her a figure of men
ace. Those who dwell in permanent settlements often do
Wild and unpredictable, Nylea can bring both blessings
not understand or appreciate the boundaries Nylea sets,
and hardships to the heroes whose lives she touches.
and can run afoul of her even with the best intentions.
Nylea's followers might obsess over the idea of wiping
NYLEA's CHAMPIONS out civilization, turning them into agents of destruction.
Nylea is one of the more active of the gods in the mortal On a smaller scale, they might twist her patronage of
realm, but she can't be everywhere at once. Her heroes the hunt into an excuse to enact vendettas against those
are her eyes, ears, and arrows on Theros, defending her who wrong them. Even natural creatures can become
interests anywhere and anytime she can't. threats when the balance of nature is disrupted, and
The Nylea's Quests table suggests a few adventures Nylea herself could send champions to intervene when
the god's champions might involve themselves in. her own creatures and followers turn toward evil.
The Nylea's Villains table suggests a variety of foes
NYLEA'S QUESTS that might arise from among the god's followers.
d6 Adventure Goal
NYLEA'S VILLAINS
Free a hydra that has been captured and imprisoned
d6 Villain
in a menagerie.
2 Investigate reports of unnatural horrors infesting the A Setessan hunt-leader (Setessan hoplite; see chapter
A NYLEA CAMPAIGN 5 A scout has taken to hunting and eating sapient be
A campaign in which the player characters are cham ings. What could have caused this gruesome turn?
pions of Nylea will feature great feats of heroism in 6 Those who follow a mysterious green unicorn inevita
defense of nature. Nylea might instruct the characters bly turn up dead, their bodies entangled in strangling
to defend a corner of the Nessian Wood, pitting them vines.
against poachers, sport hunters, unnatural abomina
tions, and ordinary people who want to develop the
wood for mortals' use. Nylea doesn't care if the char MYTH OF HALMA, NYLEA'S EMISSARY
acters are opposed by simple peasants, or by monsters One day, Nylea came upon an enormous lynx lounging in the
beyond the characters' ability to cope with. They might shade of an olive grove, blood on its maw, the carcass of a
need to get creative, calling upon Nylea's own servants colossal boar beside him. The boar had been one of Nylea's
such as hydras-to beat back the more powerful threats. favorites, and what followed was a legendary chase where the
At the beginning of the campaign, the heroes might god pursued the lynx through the heart of the Nessian Wood.
help defend Setessa from an attack that also threatens Whenever Nylea drew close, the great cat vanished into the
forest's shadows. Seasons passed as the god loosed arrow af
all of the Nessian Wood, which is their main concern.
ter arrow at the lynx, but her efforts remained fruitless. Nylea
Hailed as heroes even though their defense of the polis
eventually abandoned the hunt, only to find the feline waiting
was a secondary goal, they continue to enjoy Nylea's
for her at the edge of a stream the next evening. The hunt
favor as they confront greater threats. Perhaps they will
resumed, but with the same outcome. It continued like that
align themselves with the leaders of the polis, or maybe for some time, until Nylea began to grow fond of the beast.
Setessa will eventually find itself at odds with the wild Soon, the pair started hunting together, and the lynx, which
ideals of Nylea. she called Halma, became one of Nylea's confidants.
·-
NYLEA'S MONSTERS in which Nylea's whims might impact the mortal world.
sapient creatures from the Nessian Wood, or by visiting chrysalis? Could it have harmed Nylea? Or did she
leave with the creature-and if so, did she do that to
protect the creature, or to protect Theros?
wary of outsiders and ready to put down those who take forest burned, plots to destroy the shrine in order to
needlessly from the forest. punish the druids for failing to protect the trees.
Characters who are accepted into a forest shrine find 2 Poachers (scouts) kill the shrine's defenders and set
it to be a guarded, peaceful place, an excellent shelter their traps in the surrounding forest.
against enemies and weather. Sacred animals and hunt 3 The shrine stands in the path of a hydra on a destruc
ing weapons are protected in the shrines. The druids tive rampage.
might be willing to share knowledge and forest secrets
4 A druid who lost her spouse in a hunting accident
with those who gain their trust. The Forest Shrine
attacks any hunters who come to the shrine.
Adventures table offers ideas for adventures that could
5 A giant boar affected by the awaken spell convinces
occur in or around such a place.
the shrine's druids to cast the spell on other boars to
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• +
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• Blind ..
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• 1 squal(e = 5 feet
•
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MAP 11.11: FOREST SHRINE ..·
PHARIKA AS CAMPAIGN VILLAIN mutagenic mist causes them to transform into beings
they've glimpsed from beyond Theros.
As a campaign villain, Pharika might conduct exper
2 Seeking to understand more about the Returned,
iments in mortal resilience and curiosity, tests that
Pharika begins granting them elixirs meant to restore
unfold over generations. The characters might spoil one
of these experiments, making them the target of Phari their lost memories. Although this works as intended
ka's ire. While tormenting mortals might seem petty, for a rare few, most of the Returned instead experi
the perils she puts them through could also be a way of ence traumatic visions that drive them to violence.
toughening up the characters to face greater threats. As 3 Medusas the world over find themselves infected
the campaign progresses, Pharika could evolve from with a strange disease. They believe Pharika is collect
antagonist into an unlikely patron. ing their souls to harvest the secrets they hoard. The
Pharika is also an excellent partner for a range of medusas seek advocates to end Pharika's plague.
other divine antagonists, lending her support in ex
4 After losing a bet to an ambitious physician, Pharika
change for future favors. However, with the right over
loans the doctor her sacred kylix for one week and
tures and services, the characters might entreat her to
invites him to cure as many patients as he pleases. In
betray a client, turning her against a new mutual enemy.
that time, he cures death itself in a small town. Not
PHARIKA'S DIVINE SCHEMES only has this emboldened some of the town's scal
Pharika has hundreds of ongoing schemes and exper awags to commit crimes without fear of retribution,
iments, any number of which might come to fruition in but the news has also infuriated disciples of Erebos,
the near future. The Pharika's Divine Schemes table de Mogis, and Klothys. Meanwhile, Pharika watches
scribes several ways her deadly plans might complicate with delight as too much of a good medicine inspires
adventurers' lives.
distress and conflict that threaten to boil over into
surrounding regions.
'
PHARIKA S CLERICS BELIEVE THAT THEY ARE BETTER: HEALERS
periments on beasts and humanoid subjects. 2 Nereids (see chapter 6) guard the pools, making their
own judgments about who is and isn't worthy of the
HEALING POOLS ADVENTURES pools' healing magic.
Sick or injured characters might have good reason to 3 The magic waters of the pools wash out to sea and
seek out healing pools when a malady is beyond their
attract a dying kraken to the area.
ability to treat. Medical tests that are being conducted
4 An assassin barters captured humanoid test subjects
near healing pools could also present opportunities
for poison from the pools' medusa priest.
for adventures involving rare cures, new poisons, and
S A dying veteran who was poisoned by the pools
experiments gone awry. The Healing Pools Adventures
table suggests ideas for adventures in such a place. slaughters any person who is healed by the waters.
6 An oracle (see chapter 6) allows the pools' poisons to
HEALING POOLS ADVENTURES seep from the caves and contaminate a community.
.
Heal yourself or a diseased or injured party member •
in the pools.
2 Escort a sick or injured person to the pools.
3 Kill monsters taking up residence in the pools.
4 Capture people and creatures for the priests to use in
their experiments.
5 Cure the pools of a contamination.
6 Create a poison based on notes provided to you by
one of Pharika's priests and contaminate the pools.
7 Steal reagent-rich water from the pools.
8 Rescue a priest's test subject and help them undo or
adapt to the transformations they underwent due to
the priest's experiments.
9 Kill or capture an escaped beast monstrously trans
formed by the priest's experiments.
10 Retrieve materials needed to create a cure for a dis
ease and convince a priest to help you make it.
• • •
1 square = 5 feet
"'
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0
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g
z
Rob or defend a gambling parlor. 3 The lies of a government functionary (noble) start a
2 Destabilize or aid the government of the local polis. trade war between struggling settlements.
3 Form or foil a heretical cult of Heliod to bring discord 4 Phenax cultists establish a fake cult of Ephara in a bid
4 Assassinate or protect the local magistrate who has 5 An information broker (spy) holds damaging secrets
been cracking down on Phenax worshipers. about important folk and is blackmailing them.
5 Create a grand prank built around obfuscation and 6 A group of vocal iconoclasts (nobles) are fomenting
deceit to embarrass a local government or temple. social upheaval that threatens to turn to violence.
6 Defeat a champion of another god (most likely He 7 A champion (veteran) of Heliod is threatening
liod, Erebos, or lroas). to torch a section of the polis in her hunt for a
Phenax-worshiping oath breaker.
A PHENAX CAMPAIGN 8 Folk go missing then turn up with no memory of their
Phenax fits easily into the role of primary campaign disappearance. Phenax cult fanatics are brainwashing
villain. He also might be an unconventional and exciting these souls for use as sleeper agents.
patron of the player characters. Phenax is the arche
typal outsider, and his champions might be tasked with
PHENAx's MONSTERS
disrupting the established order of a polis or aiding one
Phenax is often associated with monsters and individu
of the necropoleis in expanding or dealing with vari
als that use cleverness and guile to overcome foes. The
ous threats.
Phenax's Monsters table presents just a few foes likely
Plots and schemes are Phenax's lifeblood, suggest
to serve the god's will.
ing a complex, shifting campaign full of surprises and
twists. For example, a simple heist could be the trig
PHENAX1S MONSTERS
gering event for a series of major conflicts between two
rival temples that ends in a citywide conflagration. Challenge Creature Source
Champions of Phenax could also serve as a bulwark l Returned sentry MOT
against more aggressive gods who oppress or subjugate 3 Leucrotta VGM
others. Alternatively, the party could be a band of free 3 Slithering tracker VGM
dom fighters resisting the tyrannical ruler of their polis. 4 Returned palamnite MOT
Even though Phenax traffics in lies and deceit, a mor 5 Ghostbfade eidolon MOT
ally gray campaign can be built around the use of illicit 5 Master thief VGM
means to achieve righteous ends.
8 Assassin MM
' � 16 Phoenix MTF
·-
disruption caused by radical change. 4 ·Phenax dispatches a powerful agent to find a lost relic
The campaign's objective might involve determining called Deception's Edge, a dagger that enables the
what Phenax is up to and thwarting his scheme or, fail wielder to warp the minds of mortals. Once in posses
ing that, dealing with the fallout. Whatever the objective, sion of the artifact, the agent embarks on a campaign
it will require the player characters to confront a being of assassination and espionage that threatens to lead
who was clever enough to escape the Underworld. to all-out war between Akros and Meletis.
performers and staff hide stolen goods and even bodies cally, which encourages more people to see his plays.
in plain sight among legitimate props, and they craft dis 5 A leading lady is also an assassin for hire, and she
guises for use outside the theater. uses a secret room in the theater as her base.
Theaters make great settings for social adventures. 6 Burglars (veterans) masquerading as acrobats iden
In a place where the rich and poor relax together, the tify marks during their performances, then rob them
characters can impress, blackmail, bribe, or steal from
afterward.
people of all walks of life. The Amphitheater Adventures
7 A murderer (spy) who works as a prop maker hides
table presents ideas for adventures in such a place.
his weapons and victims in among pieces of the set.
8 A theater-loving mage uses a homunculus to spy on
AMPHITHEATER ADVENTURES
audience members to gain blackmail material.
dlO Adventure Goal
Steal an item from an audience member.
2 Find evidence of a crime hidden backstage.
3 Defend a theater being run by a criminal cabal from a
rival gang's assault.
4 Take the place of a group of performers on stage to
impress an audience member.
5 Assassinate an audience member during a perfor-
mance without being seen.
6 Serve as bodyguards for an audience member.
7 Learn which performers are criminals.
8 Find a spy among the audience members and deliver
a message to that person.
9 Steal costumes from the theater to infiltrate a temple
in disguise.
10 Intercept and decipher a coded message meant for
someone else.
AMPHITHEATER MAP
The amphitheater shown in map 4.13 is set in
a natural depression that provides seating
for the audience. The backstage area con
tains dressing rooms for the performers,
a prop workshop, and a storage area
filled with extra set pieces. Below, se
cret halls include space for the games
and drinking one might expect from a
typical den of iniquity, but it also dis
guises the barracks and training hall
of a thieves' guild devoted to Phenax,
a shrine, and an escape tunnel for
making a quick getaway.
TuAssA's MoNSTERS
A TuASSA CAMPAIGN
Any sea creature might answer Thassa's call. In addi
Thassa's interests naturally pull the characters toward
tion to any aquatic beast or being of elemental water, the
the sea, coasts, or lands affected by (or starved of) water.
Thassa's Monsters table presents a few of her servants.
She makes a fantastic patron for sea-based campaigns,
but also land-based journeys where the characters
THA S SA1S MONSTERS
might spread Thassa's desire for change and discover
ing ancient knowledge. Challenge Creature Source
The campaign might begin with Thassa warning the 1/2 Hippocamp MOT
characters about an impending attack or disaster in Siren (harpy)'' MM
volving a seaside community, leaving them to convince
2 Naiad MOT
' �
others and organize a defense. Some citizens might
·- 2 Triton shorestalker MOT
pitted her against all manner of pirates and sea mon in magic as Theros. Knowi n g the d i fference between port
(left) and starboard (right), or a ship's bow (front) and
sters. Sailors also tell tales of the bold explorer Captain
stern (rear) isn't necessarily important to legendary he
Siona and her ship, the Pyleas, recounting her epic voy
roes, particularly when brave crews sail along with them.
ages to mystical islands. Both captains and their crews Feel free to th i n k of the ship you r heroes travel upon less
still sail the waves of Theros, their stories far from com i n the terms of a pi rate story (fu l l of commonplace duties
plete. Yet word of their deeds has inspired generations and d a ngers) a n d more l i ke a vessel in a space-faring, sci-fi
of sailors, merely hinting at the endless treasures and adventure (where m u ndane operations often fade i nto
adventures to be found at sea. This section provides an the background) . How m uch a story engages with course
overview of the wonders and dangers heroes might en setti ng, provisioni ng, periods of i n activity, and other as
counter when they venture out to sea. pects of long ocean journeys is ulti mately up to you a n d
the pl ayers t o decide, but co n s ider cleavi n g t o what t h e
group thinks i s fun rather than stretc h i n g for u n necessary
SAILING THE SEA
accu racy (whatever that m ight mean for a world as magical
Just as on land, everything in the waters of Theros exists as Theros).
on a mythic scale. While map 3 . 1 in chapter 3 suggests That said, i f you'd l i ke to add n ua n ce to you r n a utical ad
that travel across the Siren Sea should take only a few ventures i n Theros, the book Ghosts of Saltmarsh provides
days, its hazards and countless uncharted islands can more i nformation on sh ips, hazards, and environments
make what should be a journey of a month a year-long at sea as well as tables for use with na utical encounters,
mysterious islands, and other marine features. The galley
odyssey. Even a routine journey can become an epic
presented in that book m i ght a l so make a fine vessel for
adventure if the characters anger a god, such as Thassa,
you r adventu res-once you r players give it a name worthy
who can make sure the waves are never in their favor. of their legend, that is.
EMBARKING ON ADVENTURE
To begin any nautical adventure, heroes must take GETTING LOST
that first, often daunting, step away from dry land. The Many adventures at sea start with a simple premise: get
Adventures at Sea table provides a variety of story home. Whether the tale starts with characters getting
ideas that might help compel heroes to set forth upon marooned or in the aftermath of some calamity, the
the waves. characters might share the goal of getting back to where
they belong. Perhaps the characters find themselves on
ADVENTURES AT S EA an island of legend, one not found on any map, making
dlO Adventure Goal
their travels a journey through the unknown. Even if the
characters are shipwrecked on a well-known island, the
Slay a mon ster or pirates terrorizing sh ips at sea.
influence of the gods, pursuit of deadly sea beasts, will
2 Fo l low an omen that leads out to sea.
of a living vessel, or countless other challenges could
3 Seek an artifact h idden u nd erwater or on an i s l a n d .
stand in the way of them reaching home.
4 F i n d yo u r way home after gett i n g lost.
5 Find a lost temple of a god. MAI NTA I N I N G RELATIONSHIPS
6 Relocate settlers tryi n g to colon ize an i n h a bited isle. In a campaign that often changes location, it can be diffi
7 D i scover a safe route through deadly waters. cult to have recurring NPCs. If you introduce characters
8 Retrace the path of a hero lost at sea. you'd like the party to stay in touch with, consider the
9 F i n d a w h i rlpool that is a passage to the U n d erworld. following options:
10 S a i l from t h e edge o f the world i nto Nyx. • Aquatic or flying characters can visit the characters as
they travel, appearing unexpectedly.
• Magic items such as sending stones and spells such
as animal messenger allow characters to stay in touch
over long distances.
• Powerful creatures might teleport to the characters'
location-particularly those unable (or disinclined) to
share their teleportation powers.
• When the characters dream, they might meet other
creatures in Nyx.
Some of Theros's mystical islands move around on
the sea, allowing the characters to run into them and
their inhabitants multiple times .
.. ..
·-
aren't just stops on an ocean journey; they're unique 4 Mirage. M agical phenomena s u rro u n d a m undane
lands touched by the magic of the gods. i s l and with tempti ng o r treachero u s i l l u s ions.
A mystical island could be the ultimate destination 5 Nyx Shard. The i s l and is a manifestation of Nyx, a
of a nautical adventure, or a magical interlude amid a recreation of a land from the d istant past or com·
larger seafaring campaign. When creating a mystical pletely from fiction.
island, consider how its environment and inhabitants 6 Idyllic. The island has beautiful weather and a b u n ·
contribute to making it feel like a world unto itself. Also,
d a n t fruit-so m u ch so t h a t s o m e m i ght consider
consider how the laws of nature and the gods might op
never leavi ng.
erate differently on the island, giving rise to all manner
7 Lost Ruin. The i s l a n d is all that s u rvived a c a l a m ity
of magical properties.
that destroyed a legendary city.
ISLAN D ENVIRONMENTS 8 Gateway. The i s l and is inherently magical, perhaps
While a mystical island could be a simple spur of rock being an intrusion from a biza rre demi plane o r the
and sand jutting from the ocean depths, there's the d ream of a s l eeping d e m i god.
potential to make it much more. When considering the 9 Promised Land. The i s l a n d i s a gift fro m a god t o a
very foundations of an island, consider what the gods favored ind ivid u a l or population, spec i a l l y tail ored
might have set adrift, what might have fallen from Nyx, to s u i t their wh i m s.
or what might have floated upon the seas for centuries.
10 Divine Refuge. A god created this island to be a per
The Mystical Island Environments table suggests some
sonal getaway, m a k i n g it a reflection of the world as
possibilities for the sorts of unusual islands that might
it would appear i f they were in complete control. ,,. II
be floating in the Siren Sea. .
...
for adventure lies under the sea. Characters interested aquatic species-s uch as the fi r s t d o l p h i n .
in exploring the ocean's depths might seek the means of 2 Recover t h e treasure of a h e r o long a g o devou red b y
surviving underwater-whether such takes the form of a sea beast.
magic items or devices crafted by ingenious inventors. 3 Carry a coastal city's gifts and d i p l omatic messages
Alternatively, drowning might only be a concern of those to an u n d erwater com m u n ity.
who aren't favored by the gods, and heroes might find 4 Calm a kraken attempting to break out of its sea lock
themselves welcomed into the deep by Thassa herself.
(see chapter 6).
The riches of the deep are also vast, with the peoples
5 M a ke a sacrifice at a triton temple devoted to Thassa
of the sea hoarding strange treasures and more ships
or another god.
resting on the ocean floor than sailing its surface. How
ever characters contend with the depths and whatever 6 Tra nsform i nto a sea creature and i nfiltrate a n u n d e r-
they might seek, consider using the possibilities on the sea com m u n ity.
Underwater Adventures table to launch a party's explo 7 Convince a hero who's fallen in love with a sea
rations into the deep. dwel ler to return home.
8 Raise a s u nken city back above the waves while avoid
iJ ·. .
ing whatever now makes the place its home.
MYTH OF THE SIN Kl NC OF 0LANTIN 9 Seek information from an oracle who lives on a
•
In a ncient days, Olantin was a wealthy coastal polis along the s u nken i s l a n d i n s ide a giant bubble.
S i ren Sea. Because it was the westernmost of the great poleis
10 Seal a hole i n the sea that's a l lowi ng d e n izens of the
of old, it became associated with s u n set, and therefore, with
U n derworld ward of N erono to escape.
Heliod. A magnificent s h ri ne to the s u n god rose within the
polis, and its priests, a group known as the Triarchy, grew 11 Return a juve n i l e sea monster caught i n a fi s her's net
wealthy and powerful. to its home.
Deta i l s about what came next are u nclear, but records tell 12 Protect a priest ofThassa i ntent o n journey i n g to the
of a veil of darkness that engulfed the coast. People believed
bottom of the sea.
that Hel iod had abandoned them, and many fled the pol i s . I n
a panic, the Tri a rchy raised a n enormous ball o f l i ght into the
sky as a replacement s u n . When the darkness cleared, Hel iod
saw the fake sun and grew fu riou s . With his spear, he struck
Olanti n , shattering the city and casting its r u i n s i nto the
depths of the sea.
1 79
UNDERWORLD ADVENTURES WHAT HAPPENS WHEN You D1E?
When a soul arrives in the Underworld, it has a l l the mem
All things eventually reach their end and pass into· the ories and skills it enjoyed i n l i fe. I n a l l respects, it is iden
Underworld. That doesn't mean the heroes of Theros tical to its l iving self, i nc l u d i n g its game statistics. Though
need to accept that fate and embrace eternity quietly, souls can enjoy the acts of eating, drinki ng, and sleeping,
though. This section examines fates and features of they don't req u i re them. They feel h u nger and thirst and
the Underworld, including how the living and the dead might be torme nted by deprivation, but they don't suffer
might interact with this grim land and its inhabitants. the effects of exhaustion because of it.
Methods of escaping this supposedly final resting place Every time a soul d ies i n the U n derworld, it reani mates
of all mortal souls are also explored here, along with at the start of its next turn with l h it point per H it Die it
possesses, and it gains one level of exhaustion that can't
what adventures the Underworld holds for Theros's
be removed u n l ess the sou l returns to l i fe, at which point
bravest heroes.
all exhaustion gained i n this way van ishes. With each level
of permanent exhaustion, the sou l becomes faded and
LIVING DESCENT dull, its eyes glazi ng over more and more until they are
Sometimes the answer to a riddle is lost beyond the b l a n k, staring pools.
inky waters of the Tartyx River. When spells and sages A sou l that suffers level 6 exhaustion from the cont i n ued
appl ication of this effect petrifies i nto a statue cal led a
fail to recover some crucial bit of information, how far
misera, and it doesn't rise again.
might heroes go to recover it? One answer is to dare an
expedition into the Underworld to find what was lost.
Entering the Underworld is arguably one of the easiest precise-followers of Erebos-are also the least likely
feats imaginable-everyone ends up there when they to be interested in aiding an Underworld escape. How
die. Entering while still alive, and in such a way as to be characters turn such an oracle to their side and deter
able to walk out again, is another matter entirely. mine the accuracy of the information they receive are all
Legends tell of places where the boundary between part of such a momentous quest.
the mortal world and the Underworld is weak. These Once characters enter the Underworld and attain
paths lie beyond lands controlled by the poleis and other their goal, they still face their most daunting challenge:
civilized beings. Dark caves with tunnels leading down escape. Consult the following "Paths of Escape" section
into darkness and rivers quietly lapping at fog-shrouded for ideas on how the living might ultimately make their
gravel shores give way to the Underworld's borders. way back out of the Underworld.
Though Athreos ferries the dead across the Tartyx, he's
not above accepting a one-way fare from those who still DEATHLY INTERLUDES
breathe. Even the other fearsome Underworld guard
When a character dies, their adventures don't need to
ians that keep watch over the dead often allow the living
end. The Underworld presents an opportunity to provide
to enter. Leaving the Underworld isn't so simple, and
a sense of closure for deceased characters-as adventur
once beyond the Tartyx River the living find themselves
ers' ends tend to be quite sudden-or to give them a way
in the same predicament as the dead. Within the Under
to continue engaging in the quest while their compan
world, characters who entered bodily are still fully alive.
ions attempt to bring them back to life.
They age, suffer damage, heal naturally, and require air,
These interludes can be played as brief scenes where
food, drink, and sleep as normal. The Underworld isn't
the player of the dead character is in the spotlight and
conducive to mortal life, though, and between deadly
the rest of the group observes. Alternatively, the rest of
creatures and dangerous otherworldly environments,
the group could participate as NPCs or even monsters
the living might soon find themselves numbering among
the dead character meets and interacts with.
the dead.
Characters can pursue all manner of goals to the Un HERO'S EPILO GUE
derworld. Many center on finding something that was Most adventurers hope their lives come to an end with
lost with no other means available to recover it. Perhaps some worthy conclusion. Sometimes in the heat of bat
this means rescuing a dead soul when resurrection tle, though, that end can be abrupt and without real res
magic isn't an option or retrieving a vital piece of infor olution. An epilogue featuring a hero's soul descending
mation from someone who wasn't supposed to die. This into the Underworld, crossing the Tartyx River, and be
might even mean pursuing the soul of a player charac ing guided-or dragged-to the ward which awaits them
ter, particularly if they're somehow barred from being might create that satisfying conclusion.
returned to life through usual magical means. In such Consider memorable moments from the character's
a case, consider allowing the player to run a temporary story and how they can be reflected in the events of their
character who assists the party in the rescue or to play final descent. Maybe they see the souls of friends, allies,
their own character as a soul and let them rejoin the or loved ones who perished, whether their fates are
party to help effect their own escape. good or ill. Perhaps a villain the hero slew now exists
Regardless of why living characters might enter the as a broken misera, giving mute testament to the hero's
Underworld, those who attempt the undertaking might success. Characters who overcame their personal flaws
seek to learn more about the realm of the dead, its vari might even be confronted with symbolic or direct exam
ous wards (see chapter 3), and where the object of their ples of their past failings and rebuke their old vices in a
quest ended up. Oracles of any of the gods might aid in final, crystallizing act of growth.
' �
divining these details, but those likely to be the most
·.,,.
·-
aside from forging masks and a final swim, any number resti n g place in l lysia's Citadel of Dest i ny.
of challenges among islands in the Tartyx might com 7 Seek out a long-dead foe a n d learn how they're keep
prise the path. ing you from being magically resurrected.
8 Discover a secret from an i n famous m e m be r of your
BEYOND DEATH fam i ly who became a typhon (see chapter 6).
When a character dies, the Underworld serves as an op 9 Save a god's favored worsh i per from a cruel pu nish
portunity to allow a dead character to experience their ment in the U n d e rworld-even though they've been
own story while their companions (hopefully) try to get dead for h u n d reds of years.
the body resurrected. Consider the possibilities on the 10 Sever o n e o ft h e massive c h a i ns ofTizerus, releasi n g
Underworld Adventures table should a character find the a n cient bei n g it bi nds.
themselves trying to escape the realm of the dead. 11 Lead a n i m m ortal anvi lwrought to Erebos's palace
and convince the god to let the construct die.
UNDERWORLD ADVENTURES
12 Discover why Erebos i s no longer a l lowing certain
d20 Plot i n d iv i d u a ls to d ie.
I n Phylias, fi n d a n d barga i n for i nformation with your 13 Coerce a night hag into gra nting a morbid prophecy
least favorite dead acq u a i nt a n ce or fa m i l y mem ber. by steal i n g its eye.
2 S m uggle the p u p py of an Underworld cerberus (see 14 Learn a secret way to escape the U n d e rwo rld from
chapter 6) into the mortal wo rld. o n e of the titans.
3 F i n d a n d free a lost hero from the Labyrinth of M e m 15 F i n d t h e l ost secret o f a long-dead warlord that now
ories o n N e rono. rests with the v i l l a i n's m isera.
4 Free a legendary lost s h i p a n d the souls aboard from 16 Discover from a woe strider (see chapter 6) how to
the e n d l ess Nerono w h i r l pool they're trapped wit h i n . escape the bonds of destiny.
17 Defeat a host of legendary v i l l a i n s i n Agonas's Sta
d i u m of Dishon or.
18 Prevent one of y o u r a ncestors from transfo r m i n g i nto
an eater of hope (see chapter 6).
19 Travel to Erebos's palace a n d recover a secret from
o n e who fa iled to bargain for their release.
20 Seek out Klothys's d o m a i n and learn from her oracles
how you're destined to escape the U n d e rworld .
Once at the lost holy site, the characters discover an riders ro u n d the bend, both wea r i n g dark tunics. The fad
cient guardians, as well as an unliving entity with the i n g l i ght g l i nts u pon the s n a r l i n g g o l d m a s k s both wear.
potential to reveal Phenax's lost secret. •
I
•
STARTING THE ADVENTURE The riders are both Returned sentries (see chapter 6)
from the necropolis of Odunos. One wields a shortbow
Once the players are ready to begin, explain to them that rather than a sling:
their characters are among a group of travelers on the
road headed into one of Theros's great poleis. They don't Shortbow. Ranged Weapon Attack: +4 to h it, range 80/320 ft . ,
o n e target. Hit: 5 ( l d 6 + 2) pierc i n g d a m age.
need to know each other before this scene, but it's fine if
they do. Once the players are ready, read or paraphrase These assassins have dogged Varyas across the coun
the following text: tryside. They've been sent by an influential figure in
• •
Odunos who caught wind of Varyas's agenda and who
seeks to silence any who know Phenax's secret. The or
The s u n s i n ks low in the west, stretc h i n g s h adows across
acle managed to get away from them at a ferry crossing
the wel l -traveled road only a m i l e or so from the p o l i s 's
some distance back, but not before catching several ar
edge. At your c u rrent rate, you-a long with a loose rows in the back. He remained astride his mount despite
crowd of other travelers-should reach the polis out his wounds, but Varyas expired moments before his
ski rts just before dark. horse crashed in front of the characters. His pursuers
N ot everyone's movi n g at a leisurely pace, though.
don't know that, though.
These Returned resent all living people but espe
Behind yo u , a horse ro u n d s a bend i n the road , gallop
cially those aiding their target. They assume anyone
i n g at top speed. The beast looks fra ntic, terrified and
investigating Varyas's body is assisting him and move
frot h i n g with exert i o n . U pon it sways a figure wea r i n g a to cut them down. Even if no one goes to Varyas's aid,
gold mask. The r i d e r barely ma nages to stay in the sad the riders attack the mortals closest to the body, trying
dle, his body bristl i n g with cruel black a rrows. to ensure that no witnesses escape. "Get away from the
heretic, bleeder," one Returned snarls as she strides into
B l i n d with p a n i c , the horse plows o n , threate n i n g to
battle. Both ignore any mortals' explanations and fight
tra m p l e travelers in its path . Before it c a n , though, the
to the death. Their horses bolt if their riders are slain.
beast's legs give way. Both m o u n t a n d rider to p p l e , If the battle turns against the characters, a patrol of
cra s h i n g i nto the d ust w i t h a pierc i n g w h i n ny a n d a three guards from the polis stumbles upon the scene.
sound l i ke s n a p p i n g branches. The Returned attack them as well. In the aftermath, the
• • guards are quick to rush the characters along, but they
don't interfere if anyone searches the bodies.
Give the characters a moment to react, encouraging the
players to leap into action-in the first moments after an TREASURE
accident, time is of the essence!
The Returned carry little beyond the gold funerary
Anyone who rushes to the horse and succeeds on a
masks they wear (see chapter 6) and their equipment. In
DC 10 Wisdom (Animal Handling or Medicine) check
addition, one has a pouch containing 20 sp and a broken
can tell that the animal is exhausted and suffering from
piece of pottery. Any character who succeeds on a DC 14
a multitude of minor abrasions. If it is given water, food,
Intelligence (Arcana or Religion) check recognizes the
and rest, though, the horse-a red roan mare-will re
shard as an ostraka, a shard from a clay funerary mask,
cover fully in a day. Simple tooling on the horse's bridle
which is used as currency in the Underworld. On it is
reveals the horse's name: Photina.
scratched a brief order from the assassins' commander:
Characters more interested in the rider find that he's
"Silence the heretic Varyas. His secrets must remain
dead. In fact, he's been dead for some time. The figure's
dead." This leader's identity and agenda speak toward
skin is gray, and his wounds weep black blood. His
a larger threat beyond this adventure (see "Myths to Be
mask is clearly a funerary mask, though it's cast of gold
Told" at the end of this adventure for a few possibilities).
rather than clay. Characters who succeed on a DC 10 In
telligence check recognize the strange individual as one
of the Returned, someone who has died and come back
from the Underworld. A character who removes the
victim's mask finds no face beneath it-only blank gray
flesh over a black-lipped mouth-and dozens of lines
of finely etched symbols covering its interior. Most are
written in a strange cipher, but among the unreadable
glyphs, the word "Khea" stands out prominently.
... .
MEA N I N G I N T H E MASK
After studying the mask for some time and consulting
scrolls from her collection, Khea confirms that, other
than her name, the text is an unusual code. Even if the
characters have already deciphered the first lines of the
cipher, Khea spends some time verifying it for herself.
In short order, she translates the first stanza as: "Hid
MASK OF VARYAS from eyes of mortals and gods/Lies wither in Orestes's
(FRONT ANO BACK) rot." She says that this text is purposefully direct, being
a line from a paean to Phenax. As for the rest, Khea re
veals that not only is it a cipher, but an incomplete one;
WH AT THE DE AD SEE letters have been removed from the message in some
In the wake of the battle with the Returned, the charac indiscernible pattern. Without knowing what the other
ters have an opportunity to continue along their way. Be letters are, the writing is impossible to decode-even
fore they can, though, all of them witness an incredible with magic-since it isn't a meaningful message in its
sight: an omen from the god Phenax. partial form.
For a moment, all sounds turn to whispers, and color
drains from the world, turning everything shades of BUR I E D I N T H E COURT OF ORESTES
gray-everything except for the gleaming golden mask. Although Khea can't tell the characters much more
Seconds later, things return to normal. Any character about the cipher, she recognizes the name Orestes.
who succeeds on a DC 1 2 Intelligence (Religion) check The line of verse, she says, could refer to the Court of
recognizes it as a sign from Phenax, but its exact mean Orestes, the legendary tomb of one of Phenax's earliest
ing is unclear. If anyone else is nearby and the charac followers. Orestes was said to be a master thief and an
ters ask them about the omen, it's clear no bystanders oracle who foresaw who would become Returned. Ac
witnessed the vision. cording to myth, the site also holds "Phenax's Silence,"
A character who scrutinizes the mask finds nothing though none know if the name is that of an actual object
supernatural about it, but it is plainly marked with the or merely a poetic flourish. The fact that this readable
word "Khea" followed by line after line of cramped line begins the inscription leads Khea to surmise that
glyphs. If a character seeks out a library in the polis and the key to translating the full message lies in the tomb.
spends a day trying to decrypt the text, they can make The exact location of the Court of Orestes is lost
a DC 16 Intelligence check. On a successful check, the to history, but ancient tales hint that it lies along the
character deciphers the simplest part of the cipher: "Hid Khystonos River. This narrow river is about three
from eyes of mortals and gods/Lies wither in Orestes's days' travel away from any of the poleis. Normally such
rot." On a failure, they learn nothing. information would mean little, except that Khea has
Beyond this, the text remains undecipherable, and the heard of an earthquake that dammed the headwaters
word "Khea" is also a mystery. If a character spends an of the Khystonos deep in the Katachton Mountains. As
hour inquiring in the polis about "Khea," or succeeds on a result, the river's flow has been reduced to a trickle
a DC 10 Intelligence (History) check (characters native for nearly a month, parching the region downstream.
to the nearby polis have advantage on this check), they Although this event has deeply concerned farmers, the
determine that Khea is the name of a local sage of some discovery of ancient etchings and ruined structures
renown. Once this fact is ascertained, the way to Khea's hidden beneath the waterline has roused many schol
ivy-covered home is easy to learn or recall. ars' interest.
Khea provides the characters with a map and directions thon foot h i l l s . At the d e l l ' s far edge stands a great rock
to where ruins were discovered along the Khystonos. outcro p p i n g that looks vaguely l i ke a satyr's face. The
TREASURE
Over their years of minding the pool, the harpies have
accumulated treasures in their caves. After the har
pies are defeated, any character who climbs up to the
caves and investigates finds a considerable amount of
feather-encrusted filth, along with the following items:
• A total of 39 sp
• Seven turquoise stones carved with the symbols of to the east of the Oraniad Mountains. He claims that
random deities (25 gp each) he was a great king who was cursed by Mogis after he
• A potion of climbing defied his war advisors by making his sickly but beloved
• A spell scroll of sleep child his heir. He was cast out and has since become
tragically obsessed with finding a worthy heir.
BROKEN KING ANTIGONOS Whether Antigonos's tale is true, or if he is simply a
While the characters cross the wilderness of the Katach victim of his own fantasies, is unclear. The threat the
thon foothills, the following encounter takes place. Read wanderer poses, though, certainly isn't. After telling his
or paraphrase this description: story, he asks the strongest-looking Medium character
to submit to his test, believing the gods placed the group
• •
in his path for a purpose.
A scree-choked g u l l y runs between rugged h i l l s , a d ry
strea m bed that offers a route t h rough the r i s i n g rocks. TEST OF T H E AMPHORA
A bend in the steep bl u ffs h i des what l i es ahead, but the Antigonos believes that the true heir of his kingdom will
sound of hacking coughs comes from a ro u n d this corner. fit perfectly in the enormous amphora he carries, an an
• •
cient relic he found deep in the Oraniad Mountains. The
container is of sufficient size to hold a Medium creature,
Just around the corner, some 30 feet from the lead party but only one that fits perfectly is acceptable for the pur
member, rests the minotaur known as Broken King pose of the test. Antigonos judges what defines a perfect
Antigonos. He is old and decrepit, garbed in ancient fit, holding test-takers to inscrutable standards. The
finery worn to tatters. A dented crown rests on his brow, minotaur also doesn't reveal that anyone who doesn't fit
and one of his horns ends in a j agged stump. He drags the amphora must be punished, being trimmed to size
a rusty greataxe in the dirt, and tied to his back is a if they're too large or having their extra space filled in if
30-pound, clay amphora painted with images of warring they're too small. Only someone who fits perfectly might
hoplites-all of whom have had horns crudely painted be deemed the king's rightful heir.
on them to make them look like minotaurs. The broad Antigonos allows any Medium creature to attempt the
mouthed amphora is large enough to hold roughly 55 test. Doing so requires the creature to climb into the am
gallons of wine. phora while Antigonos holds it upright. After someone
When Antigonos spies the characters, he hails them, has entered the amphora, roll a d20 and consult the Test
introduces himself, and explains his quest to find an of the Amphora table to determine the results.
,· �
heir to his kingdom-a land he says is a week's travel
·-
I !"I
CHAPTER 4 I CREATING THEROS ADVENTURES
188
TEST OF THE AM PHORA
THE C OURT O F ORESTES
d20 Result
On the third day of following Khea's directions, the
1 -9 The character is too s m a l l . Antigonos tries to solve
party reaches the Khystonos. Its riverbed is nearly dry,
this pro b l e m by scoop i n g several p o u n d s of d i rt into the river reduced to a muddy trickle. After following
the a m phora, req u i r i n g the creature to make a D C 1 5 the lethargic flow for the better part of a day, the adven
Constitution saving th row. O n a fa i l ed save, the crea turers reach a bend where several prominent rocks jut
ture is b l i nded, restrained, and begi ns to s u ffocate from the mud. These stones mark the entrance to the
(see chapter 8 of the Player's Handbook) . O n a s u c Court of Orestes.
cess , it is affected as if it had been h it 9.y Antigonos's
Amphora attack.
COURT OF ORESTES FEATURES
1 0-1 9 The creature is too l a rge. Antigonos tries to trim Beyond the entrance along the Khystonos River, the
them down to size by atta c k i n g the creature with his Court of Orestes is a crumbling, centuries-old tomb.
greataxe. Inside, its walls are made of thick stone blocks, and the
20 The creature fits! Antigonos declares it h i s heir. H e
ceiling is about 10 feet high. Unless otherwise noted, the
crypt's doors have no hinges; each is a rectangular slab
bestows h i s crow n , robes, a n d belt pouch o n the
that requires a successful DC 12 Strength (Athletics)
creature, then bows before wandering off.
check to shimmy out of place.
When the Khystonos is at its full height, the Court
If no one participates in Antigonos's test, the minotaur of Orestes is underwater. Since the river's damming,
respects their decision and wanders off dejectedly. though, much of the water has emptied through vari
ous cracks in the stonework. Some of the tomb is still
CONTENDING WITH ANTIGONOS
partially flooded, though, holding roughly 2 feet of river
Broken King Antigonos is a minotaur with 38 hit points
water. Flooded areas are marked on map 4.16 and count
remaining and who has disadvantage on attack rolls
as difficult terrain.
due to his decrepit state. He has the following addi
tional action:
COURT OF ORESTES LOCATIONS
Amphora. Melee Weapon Attack: +6 to h it, reach 5 ft. , one M e
The area around the Court of Orestes and its interior
d i u m or s m a l l e r creature. Hit: 8 ( l d8 + 4) bludgeo n i ng d a m age.
locations are identified on map 4.16.
If there is not a l ready a creature i n side the am phora, the target
is restrained i nside. As an action, the restra i n ed creature can
1 . KHYSTONOS RIVERBA NK
make a D C 1 4 Dexterity (Acrobatics) check, escaping from the
When the party approaches this area from the south for
a m phora on a s u ccess. The effect also ends i f the am phora is
the first time, assuming sufficient illumination, they can
destroyed. The a m phora h a s AC 8 , 20 hit points, a n d i m m u n ity
see the tomb entrance from at least 60 feet away. When
to poison a n d psychic d a mage.
the structure comes within sight, read the following text:
In addition to taking action against those who don't fit
• •
inside his amphora, Antigonos attacks any characters
A s h a l low stream fi l l s o n l y a fraction of the riverbed . At
who insult him or try to rob him. Despite his age, he
can still muster a flash of his past prowess. He gets dis a b e n d , an u n natural arrangement of m u d -caked stones
tracted easily, though, using his greataxe and amphora j uts from the exposed riverbank. I t a p pears to be a crude
(if it is empty) on random targets. If the party attacks sto n e l i ntel a n d posts s u pporting a recta n g u l a r slab
him for attempting to harm a character, he curses them ro ughly fo u r feet wide a n d six feet high.
for trying to impede the will of the gods and retaliates.
• •
If the party doesn't attack the minotaur, he calms
down after a few rounds. The minotaur is clearly a vic The water here is roughly 30 feet wide and 2 feet deep.
tim of Mogis's cruelty. Any character who proposes Anti Though the river can be easily forded, the shallow wa
gonos follow their deity instead of remaining in Mogis's ters count as difficult terrain.
shadow, or suggests a similar course, can make a DC 14 Amid the muck and gravel on the northern bank hides
Charisma (Persuasion) check. If they succeed, Antigo a deadly predator, an amphisbaena (see chapter 6). The
nos abandons his amphora, then goes off to learn more serpent has concealed itself as it watches for prey, the
about his potential new god. Even if the character fails mud covering its body granting it advantage on Dex
this check, the minotaur turns thoughtful and departs. terity (Stealth) checks made to hide. The amphisbaena
However the party contends with Antigonos, grant targets the first creature to approach the stone slab.
them experience for having overcome the minotaur. Once the serpent is dealt with, anyone who examines
the rock formation quickly realizes it's a door. Opening
TREASURE or otherwise investigating the door knocks free the dirt
In addition to his battered pewter and silver crown encrusting it, revealing an ancient etching of a phoenix
(worth 85 gp), amphora (worth 25 gp to the right buyer, wearing a mask rising from a pile of bones.
such as a vintner), and tattered robes (worthless), Anti
gonos carries a backpack worn at his belt like a pouch.
It holds 16 cp, a large carnelian (worth 75 gp), and an
etching of a bookish-looking minotaur youth. - .
... .
The scent of warm, h u m i d rot s m others t h i s d i s m a l G rave n i ches a n d a l coves h o l d i n g fu nerary u rns l i n e the
cham ber. M o s a i c s cover t h e wa l l s , their colors faded a n d w a l l s of this cham ber. The cei l i n g i n the northern part of
i m ages scram bled b y lost t i l es. A thick layer of m u d cov the room h a s collapsed, b u ry i n g much of the area. At its
ers the floor, as we l l as stairs that descend to the east. A center, a broken marble bier sta n d s atop a short d a i s .
• •
This room once served as a place to view the remains
The mosaics here once depicted the feats of Orestes, a of those who died in Phenax's service and offer final
scoundrel-hero who devoted his life to Phenax. Among prayers. The bodies this room once held have rotted
the images, Orestes is portrayed stealing the sun from away in their burial niches, and the urns hold only gray
above the polis of Setessa, tricking a cerberus into de muck. Any character who sifts through the goo must
vouring itself, stealing a kraken's heart, and racing a succeed on a DC 1 1 Constitution saving throw for each
skiff ahead of the River Guide, Athreos. All the mosaics niche or urn they search or contract sewer plague (see
are ruined now, but they can be repaired enough to re chapter 8 of the Dungeon Master 's Guide).
veal the gist of what they depicted if a creature spends Treasure. Amid the rotted remains on each of the six
an hour searching through the mud to find the missing stacked burial niches lie small bits of jewelry, gold teeth,
pieces. Doing so provides no special insight but reveals or ancient coins, with each haul worth 2d4 gp.
a few details of the life of the legendary character who
4. FLOODED CATAC O M B
lies interred within these halls.
If a worshiper of Phenax enters the room, though, that • •
Most of the bodies interred here have rotted away, rusted grates. An i ron brazier, its sides scul pted with
only their wood-and-linen burial dressings holding fu rious-looking faces, stands i n the m i d d l e of the h a l l ,
their shapes. If the characters move through the water, m i dway a l o n g i t s length. N ot far beyo nd, the cei l i n g h a s
their effort causes a few floating bodies to drift through
c o l l a p s e d , b u rying whatever l ies there.
the muck, bumping into walls and passersby. They are
• •
harmless but unsettling nonetheless.
In addition to the bodies, three Returned sentries These crypts hold the bodies of Phenax worshipers who
(see chapter 6) lurk here. These Returned are tritons were expected to return from the afterlife. None did.
and, in addition to the statistics of a normal Returned Brazier. The brazier that once lit this hall is sculpted
sentry, each can breathe water and has a swim speed with faces reminiscent of the masks the Returned wear.
of 30 feet. Decades ago, anticipating Varyas's mission, Any character who examines the brazier and succeeds
Phenax sent these Returned a vision instructing them to on a DC 12 Intelligence (Investigation) check notices
locate the tomb and guard it. The sentries infiltrated the that one of the faces is smiling, and that it's looking
crypt while it was submerged and waited here, drifting south toward crypt D.
in a torpor. Expecting Varyas, the sentries attempt to Crypts. There are five largely intact crypts here, four
ambush any non-Returned who enter the catacombs. of which are sealed by rusty metal grates. The grate of
These Returned are fanatics and fight to the death. each crypt can be wrenched free or otherwise bypassed
The stone slab on the east wall can be moved aside to with a successful DC 14 Strength (Athletics) check.
allow access to area 5, but any check to do so is made Beyond, each crypt holds a stone sarcophagus engraved
with disadvantage because of the room's standing water. with a name and depictions of the occupant's most in
Age and water compromised the slab door leading to famous feats. The lid of a sarcophagus can be opened
area 6, which now stands askew. with a successful DC 12 Strength (Athletics) check
Treasure. Each of the Returned sentries wears a though the partially buried sarcophagi in crypts C and E
piscine, gold funerary mask (see chapter 6). The bodies need to be dug out before they can be opened, taking 10
here bear no grave goods and deteriorate if disturbed. minutes for each one.
The crypts contain the remains of the following
ne'er-do-wells:
Crypt A holds Yerda Ever-Coin, who paid her debts with
stolen stars.
Crypt B holds "Cyclops" Phelnidus, beloved by numer
als and friend of dice.
Crypt C holds Solt, who was born Returned.
Crypt D holds Gathus Gadus, who could whisper any
one and anything to sleep.
Crypt E is empty. The name on the sarcophagus is vio
lently scratched out, and the engraved images are of
robed figures lamenting the loss of their eyes.
Secret Door. In the back wall of crypt D is a slightly
askew secret door. Any character who looks into crypt
D and succeeds on a DC 14 Wisdom (Perception) check
notices the secret door. Those who enter the crypt im
mediately notice what looks like a crooked wall. The
secret door opens easily.
Treasure. Aside from the drenched skeletons within,
crypts A and D each hold only a mundane clay burial
mask. The skeleton in crypt B wears an eyepatch that
is actually a two-birds sling (see chapter 5). Crypt C
contains a small body wearing a sorrowful silver burial
mask worth 50 gp.
On the cru m b l i n g eastern wall of the to m b is a ro ugh· themselves. The gods let h i m escape the U n d e rwo rld
edged h o l e t h at leads to an u n even cavity i n t h e earth. to save themse lves. W h at w i l l Phenax do if he learns
of h i s true destiny?
Two ancient u r n s and beds of crushed bones l i e i n s i d e .
2 A secret deity l a n g u i shes on an island j u st beyond
To the s o u t h , a narrow t u n n e l stretches i nto darkness.
where the Tartyx cascades off the wo rld's edge. There
• •
stands a d i l a p idated palace where Ph enax hid fo r a
Antiophes and Callisos use this cave as their dwelling, time d u ri n g h i s escape from the U n derworld. The pal-
heaping bones here to suit their tastes. Callisos spends ace's ruler is noth i n g less than Phenax's eidolon.
much time here, etching grimly poetic prayers to Ath 3 Phenax has triplet offs p r i n g, t h ree s o u l s that the god
reos on the walls with ink and bone chisels. If called to of deception abandoned in the U n d e rworld. Erebos
battle by Antiophes, or if audible conflict continues in
hides these s o u l s , valuing them as hostages-if Phe·
area 7 for more than 3 rounds, Callisos enters the fray.
nax ever rem e m bers that they exist.
The tunnel here leads to a cave system that, after
4 Phenax's blood l i n e co ntinues. The god 's m a ny-times·
days of travel, eventually winds through the lair of the
over gra ndch i l dren l ive as master thieves and n u m ber
wolf-toothed night hag, Stolsluko, then to the shores of
the Tartyx River. Details of these endless chambers are among the few souls who m i ght be able to steal Phe·
beyond the scope of this adventure. nax's place among the gods for their own .
Treasure. There are two 2-foot-tall lekythoi (jugs used 5 T h e secret t o Phenax's i m mortality l i e s i n t h e U nder·
in some burial rites) in this room. One holds muddy world and is accessi ble only by those who have d ied,
ashes that Callisos employs as ink. The other contains come back, and j o u rn eyed to the U n d erworld o n ce
a quantity of amber liquid amounting to three potions of more. By discovering t h i s secret, any Returned cou l d
healing-sacrifices to Phenax pilfered from the nearby become a god.
tomb. The potions can be collected in empty containers
6 Phenax i s dyi n g, his immo rtality flawed. Over the
the characters might have with them, or the full urn
ages, he has m a n i p u l ated destiny and his own blood·
(weighing 15 pounds) can be taken.
l i n e to bring about the existence of a bei ng that has
the potential to re invigorate him for another epoch:
DECIPHER ING THE MASK one of the characters.
Characters curious about the nature o f Phenax's Silence
find no grand prize in the Court of Orestes. Rather than More of the eidolon's secrets might be coaxed forth,
great wealth, the seer Orestes vaguely predicted the but doing that requires patient conversations, greater
events that would transpire here. As a result, his proph insights into Varyas's schemes, or intervention from
ecy and the resulting legend of Phenax's Silence fore Phenax's other servants (or even the god himself), all of
shadowed the memories the god lost when returning which might be the goals of future adventures.
from the Underworld and the first step to giving those
memories voice once more: Varyas's eidolon.
With the aid of both the eidolon and Varyas's mask, a MYTHS TO BE TOLD
character can start the process of revealing the message If the party has uncovered the secret of Varyas's mask
written on the mask. While Varyas's eidolon doesn't and the mysteries being smuggled out of the Under
remember the message's contents, it retains the ability world, consider whether each character has earned an
to interpret the cipher-though, possibly in piecemeal increase to their piety score (see chapter 2). Where the
or half-accurate terms. Deciphering the mask is an story goes next is up to you. To guide the characters to
elaborate process, and keeping the eidolon on task is a their next adventure, consider the following questions:
time-consuming endeavor, requiring that a character • If Varyas was enlisted by Phenax to discover his se
spend an hour and succeed on a DC 14 Charisma (In crets, what else might the god have told the sage?
timidation or Persuasion) check. On a failed check, the • What other secrets might Varyas's eidolon know? Per
eidolon rambles, sharing disjointed half-memories and haps an oracle, like Khea, could coax forth more?
dreamy opinions about its surroundings. On a success, Someone in league with the Returned had Varyas
the eidolon reveals a snippet of the cipher's meaning. killed. Who could it be-agents of Odunos, followers of
What the eidolon reveals is a worthy secret ... and one Erebos, or perhaps Tymaret the Murder King himself?
left to you to choose, depending on the story you want to And what might their intentions toward the party be? .. •
HE SUN GOD REACHED OUT AND PUT HIS a +l spear might have been carried by a company of
hand upon Kytheon's shoulder. "You proved hoplite veterans that went missing during their quest
to reach the edge of the world. Wands might be crafted
your worth as a warrior in the attack on your
from legendary sources, while potions might bear
polis, but it is time to prove yourself worthy the seals of famed alchemists or include signature
to be my champion." He reached up to the sunlit sky, and reagents-like a pegasus feather in a potion of flying.
The Remarkable Origins table offers just a few ways to
the light coalesced around his fist. It elongated and took the
suggest a magic item's remarkable pedigree without al
shape of a spear that resembled the god's own weapon.
tering its magical properties.
"With this spear, destroy the titan. This is what I task you Certain treasures might also be the objects of heroic
with. This is your ordeal." quests. For example, one might not be considered a true
hero until one follows in the footsteps of past legends
Igitheon gaped, both at the spear and at the task the god
and either makes or claims one's own magical garment
had set before him. from the wool of a Nyx-fleece ram (see chapter 6). You
-Ari Levitch, "Gideon: Kytheon lora of Akros" can also use the tables in chapter 7 of the Dungeon Mas
ter's Guide to help further inspire the story you create
On Theros, magic items carry reputations as rich and for a magic item.
storied as those who wield them. They might take form
in the god-realm of Nyx, spring from Purphoros's forge REMARKABLE ORIGINS
in Mount Velus, or come from legendary mortal smiths. dl2 Origin
Some crafters create great works to put an end to a The item bears the name or emblem of a lost troop
specific peril, while others create to honor the gods.
of Akroan stratians (described in chapter 3).
The most renowned works are the weapons of the gods
2 The item is etched with a name or prayer written in
themselves, treasures synonymous with divine power
Celestial (the language of the gods).
that forge legends with their every use.
3 The item looks like it's been at the bottom of the sea
for a hundred years but functions perfectly.
MAGIC ITEMS 4 The item is wrapped in handwritten scrolls, suggest·
The following sections explore some of the magic items
ing it was once possessed by a founder of one of Me·
that heroes might encounter during their adventures
letis's philosophical schools (described in chapter 3).
across Theros. These treasures might serve as rewards
5 The item bears a design or sculpted feature sugges·
for heroic deeds, or they could spur the gods' champions
tive of a Returned mask.
toward great acts. All the gods have access to mighty
6 A knotted cover or grip depicts colorful birds or styl·
troves of storied items, which they have few qualms
about granting to their favored servants-or reclaiming ized herd animals from the plains of Oreskos.
when their usefulness is over. 7 The item is at least partially made from the heart·
wood of a Setessan caryatid (described in chapter 3).
GIFTS OF THE GODS The wood regularly sprouts fresh leaves, or its whorls
Just as the heroes of Theros carry great destinies, so suggest humanoid features.
too do many of the magic items they encounter. The 8 The item rests among the remains of its former
common folk don't typically possess magic items, yet owner, who thanks (or curses) those who take it.
adventurers come across them with some regularity 9 The item is at least partially made of iron.
further evidencing the divine favor most enjoy. Nearly 10 Whoever first touches the item receives an omen
every magic item was created with a purpose and often from the god who watches over it (see chapter 4 for
carries with it a role in some greater story, whether an
details on omens).
epic long ended or one yet untold.
11 The item lies in a crater, as if it fell from the heavens.
As DM, feel free to make ordinary magic items feel
12 The item glimmers with the stars of Nyx and is a per·
like they have significant history and purpose. Even
feet facsimile of an item used by a legendary hero.
....
CHAPTER 5 I TREASURES
195
FLYING CHARIOT
CHAPTER 5 I TREASURES
God Spell PYXIS OF PANDEMONIUM
Nylea faeriefire Wondrous item, legendary
Pharika lesser restoration A creature that touches this ornate wooden vessel for 1
Phenax charm person minute gains the benefits of a short rest. That creature
also gains the effects of the bless spell until the creature
Purphoros searing smite
finishes a short or long rest. The creature can't gain
Thassa identify
these benefits again until it finishes a long rest.
If the vessel is opened, roll on the Pyxis of Pandemo
MOLTEN BRONZE SKIN nium table to determine what happens. Any spells cast
Armor (breastplate, half plate, or plate), rare (requires by the vessel have a spell save DC of 17. One minute
attunement) after the vessel is opened, it disappears. It reappears,
This magical armor appears as a jug of molten bronze. sealed, in a random location on the same plane of exis
When you attune to it, the bronze adheres and contours tence 24 hours later.
to your skin. The armor can be worn under normal Curse. Any creature that gains the benefit of a short
clothes, but it doesn't impede bodily functions. Once you rest from the vessel hears cloying telepathic whispers
put it on, it can't be removed unless you choose to do so. emanating it. That creature must make a DC 17 Wis
While wearing the armor, you have resistance to fire dom saving throw. On a failed save, the creature is
damage. The armor also doesn't impose disadvantage charmed by the vessel for 1 hour. The charmed creature
on Dexterity (Stealth) checks. does everything it can to open the vessel as soon as pos
sible. On a successful save, the creature is immune to
POTION OF AQUEOUS FORM the vessel's whispers for 24 hours.
Potion, rare
When you drink this potion, you transform into a pool of PYXIS OF PANDEMONIUM
water. You return to your true form after 10 minutes or if d8 Calamity
you are incapacitated or die. Androphagia. Each creature within 60 feet of the ves
You're under the following effects while in this form:
sel must succeed on a DC 17 Wisdom saving throw
Liquid Movement. You have a swimming speed of 30 or go berserk for l minute. The berserk creature
feet. You can move over or through other liquids. You must begin its turn using the Attack action to make
can enter and occupy the space of another creature. one melee or ranged attack (its choice) against the
You can rise up to your normal height, and you can
creature nearest to it. The berserk creature can re
pass through even Tiny openings. You extinguish non
peat the save at the end of its turn, ending the effect
magical flames in any space you enter.·
on itself on a success.
Watery Resilience. You have resistance to nonmagical
damage. You also have advantage on Strength, Dex
2 Bile Blight. The vessel casts the harm spell on each
terity, and Constitution saving throws. creature within 30 feet of it.
Limitations. You can't talk, attack, cast spells, or acti 3 Flood. The vessel casts the tsunami spell at a point
vate magic items. Any objects you were carrying or of the DM's choice within 120 feet of it.
wearing meld into your new form and are inaccessi 4 Medusa's Gaze. The vessel casts the flesh to stone
ble, though you continue to be affected by anything spell on each creature within 30 feet of it.
you're wearing, such as armor.
Pvx1s OF
PANDEMONIUM
d8 Calamity ARTIFACTS
5 Labyrinth. The vessel casts the maze spell on each Miraculous relics fill the tales of Theros. Among these
creature within 30 feet of it. legendary items, none are more renowned than the
6 Nightmare. Tendrils of shadow seep from the vessel weapons of the gods themselves. These artifacts em
and form into ld4 shadow demons (see the Monster body divine will and the power of Nyx. Where they
Manual for their stat block), which appear in unoc appear, these weapons change the tide of wars and the
cupied spaces within 30 feet of it and are hostile. course of history.
Typically a deity bestows their weapon only on a
7 Swarming Insects. The vessel casts the insect plague
favored champion or devotee. Depending on the cham
spell, centered on itself and with a radius of 30 feet.
pion's piety score, the mortal can tap into hidden prop
8 Unbridled Revel. The vessel casts the Otto's irresist
erties of the weapon (see chapter 2 for details on piety).
ible dance spell on each creature within 30 feet of it. Alternatively, those who don't worship the weapon's
divine owner often find themselves cursed for their lack
SIREN SONG LYRE of proper devotion.
Wondrous item, rare (requires attunement) Occasionally a god's weapon might fall into the wrong
You can use an action to play this lyre and cast one of hands or go missing entirely, sparking fantastic quests.
the following spells from it: animal friendship, charm Consult the Weapons of the Gods Adventures table
person, enthrall, suggestion. If the spell requires a sav for suggestions of the sort of quests these artifacts
ing throw, the spell save DC is 13. might inspire.
Once the instrument has been used to cast a spell, it
can't be used to cast that spell again until the next dawn. WEAPONS OF THE Goos ADVENTURES
d6 Plot
SLING BULLETS OF ALTHEMONE
Steal a god's weapon to lay low one of that god's
Weapon (sling bullet), very rare
servants-a creature that can only be harmed by its
The sling bullets come in a pouch, which contains ld4 + creator's wrath.
4 bullets. Roll on the Magic Sling Bullets table for each
2 Recover a god's weapon that has been stolen by
bullet to determine its magical property.
another god's champion in an attempt to frame the
You have a +2 bonus to attack and damage rolls made
weapon's owner for cruel acts.
with each of these bullets. If a bullet misses its target,
the bullet teleports back into the pouch. Once a bullet 3 Wrest back a god's weapon from a divine champion
hits a target, the bullet loses its magic. who needed it but refuses to return it.
4 Destroy a god's weapon and channel the energy re
MAGIC SLING BULLETS leased to create a new magic item or work a miracle.
bullet must succeed on a DC 15 Charisma saving 6 A god's weapon has gained sentience (see "Sentient
throw or be banished as though affected by the ban Magic Items" in chapter 7 of the Dungeon Master's
ishment spell. Guide). Determine whether to use it, return it to its
2 Fulguration. On a hit, this bullet deals an extra 2d8 creator, or help it grow into its own being.
lightning damage to its target. All other creatures
within 10 feet of the target must each succeed on a ARTIFACT DESCRIPTIONS
DC 15 Constitution saving throw or take ld8 thunder
This section presents an assortment of artifacts in al
damage. phabetical order. See the Dungeon Master's Guide for
3 Stunning. On a hit, this bullet deals an extra ldlO the rules on artifacts.
force damage, and the target is stunned until the
end of your next turn. AKMON, HAMMER OF PURPHOROS
4 Tracking. A creature that takes damage from this Weapon (warhammer), artifact (requires attunement)
bullet is marked with a glowing rune where the bul Purphoros's hammer works wonders and disasters,
let hit. The mark lasts 24 hours. While the creature the god of the forge using it to craft ground-breaking
is marked, you always know the direction to it. marvels and dangerous inventions in equal measure.
Purphoros rarely bestows Akmon on mortals but occa
Two-BIRDS SLING
sionally leaves it unattended at his forge in Mount Velus.
When Purphoros does permit a mortal to use the ham
Weapon (sling), rare
mer, it's usually so they might bring an important work
You have a +l bonus to attack and damage rolls made into being, wreck a force of destruction, or forge some
with this weapon. thing remarkable somewhere the god isn't welcome.
When you make a ranged attack with this sling and hit Hammer of the Forge. This magic warhammer
a target, you can cause the ammunition to ricochet to grants a +3 bonus to attack and damage rolls made with
ward a second target within 10 feet of the first, and then it. When you hit with an attack using it, the target takes
.. ..
make a ranged attack against the second target. an extra 3d10 fire damage.
·..
CHAPTER 5 I TREASURES
198
Bident of the Deep. Thassa's signature weapon
thrums with the icy currents of the deep ocean. This
weapon functions as a trident that grants a +3 bonus
to attack and damage rolls made with it. When you hit
with an attack using the bident, the target takes an extra
2d10 cold damage.
Blessing of the Deep. If you are a worshiper of
Thassa, you gain all the following benefits for which you
have the required piety:
Piety 10+. You can breathe underwater, and you gain a
swimming speed of 60 feet.
Piety 25+. The bident has 1 randomly determined minor
beneficial property.
Piety 50+. The bident has 1 randomly determined major
beneficial property.
If you aren't a worshiper of Thassa, the bident has 1
AKMON, liAMMER OF PuRPHORos
minor detrimental property and 1 major detrimental
property, both randomly determined.
See "Artifacts" in chapter 7 of the Dungeon Master's
Blessing of the Forge. If you are a worshiper of Pur Guide for details on randomly determined properties.
phoros, you gain all the following benefits for which you Command the Deep. The bident holds the power to
have the required piety: command the waves and its creatures. As an action, you
Piety 10+. The hammer has 1 randomly determined mi can change the condition of the sea within 1 mile of you,
nor beneficial property. creating strong winds and heavy rain that cause violent
Piety 25+. The hammer has 1 randomly determined ma waves (see "Weather at Sea" in chapter 5 of the Dun
jor beneficial property. geon Master's Guide) or calming a storm. In either case,
Piety 50+. The hammer has 1 additional randomly de the unnatural weather lasts for 1 hour before returning
termined major beneficial property. to normal. Once used, this property of the bident can't
be used again until the next dusk.
If you aren't a worshiper of Purphoros, the hammer has
Additionally, you can cast the dominate monster spell
2 randomly determined minor detrimental properties.
(save DC 18) from the bident, but only on beasts and
See "Artifacts" in chapter 7 of the Dungeon Master's
monstrosities that have an innate swimming speed.
Guide for details on randomly determined properties.
Once used, this property of the bident can't be used
Reforged. While holding the hammer, you have re
again until the next dusk.
sistance to fire damage and are immune to exhaustion.
Additionally, you have proficiency with smith's tools and
have advantage on all ability checks made using them.
SpeJJs. While the hammer is on your person, you can
use an action to cast one of the following spells (save DEKELLA,
DC 18): animate objects, heat metal, fabricate, magic B1DENT OF THASSA
weapon, mending, shatter. Once you use the hammer to
cast a spell, the spell can't be cast again from it until the
next dusk.
Destroying the Hammer. To destroy the hammer,
it must be taken to the realm of Tizerus, in the Under
world. There it must be coated in clay from the Mire of
Punishment. The heat of the hammer hardens the clay,
which fuses to it after one month. Once fully hardened,
the clay-covered hammer must be swallowed and di
gested by a kraken.
CHAPTER 5 I TREASURES
200
See "Artifacts" in chapter 7 of the Dungeon Master's
Guide for details on randomly determined properties.
Luminous. The spear sheds bright light in a 30-foot
radius and dim light for an additional 30 feet. The light
is sunlight.
Sun's Retaliation. When you take damage from a
creature within 5 feet of you, you can use your reaction
to make a melee attack with the spear against that crea
ture. On a hit, the spear deals damage as normal, and
the creature is blinded until the start of its next turn.
This property of the spear can't be used again until the
next dawn.
Spe/Js. The spear has 10 charges. While holding it,
you can use an action to expend 1 or more of its charges
to cast one of the following spells (save DC 18) from it:
guiding bolt (1 charge), daylight (3 charges, targeting the
tip of the spear only), sunbeam (6 charges). The spear
regains ld6+4 expended charges daily at dawn.
Destroying the Spear. If taken to Erebos's palace in
Tizerus, and used to sacrifice a champion of Heliod to
MAST IX,
Erebos, Khrusor is either destroyed or fundamentally
WHIP OF EREBOS
twisted to Erebos's service.
KHRUSOR,
If you aren't a worshiper of Erebos, the whip has 2 ran
SPEAR OF HELIOO domly determined major detrimental properties.
See "Artifacts" in chapter 7 of the Dungeon Master's
Guide for details on randomly determined properties.
Erebos's Claim. While carrying the whip, you can
use an action to cast either circle of death or dominate
monster (targeting only undead) from the whip. The save
DC for these spells is 18. Once you use the whip to cast
a spell, that spell can't be cast from it again until the
next dusk.
Destroying the Whip. To destroy the whip, it must be
taken to the heights of Mount Hiastos in Nyx, unraveled
by a Returned, and left to bask in continual daylight for
one month.
- I
...·
CHAPTER 5 I TREASURES
201
FRIENDS AND FOES
S THEY SO OFTEN DO, DESTRUCTION AND You can use the Nyxborn Monster Origin table to
help you decide what brought a Nyxborn creature into
creation intermingled. As Purphoros cut
existence.
into Nyx, he rattled the celestial creatures
that populated the night sky. He accidental/y NYX B O R N M O N S T E R O RIG I N
dislodged Polukranos, the World Eater,Jrom its heaven/y d6 Origin
perch. The fifty-headed monster plunged toward the mortal A god created the creature to serve as an emissary.
realm, leaving a trail of Nyx blazing in the sky. 2 The creature formed as the side effect of some other
divine action.
Heliodjoined with Nylea, God of the Hunt, who cast vines
3 The creature escaped from the Underworld.
beneath the hydra's body to ease its harsh entrance into the
4 The creature took shape from the tales told about it.
world. The hydra materialized in the valley and was mo 5 A god made the creature to serve as a pet or mount.
mentari/y stunned into stillness. Though much diminished 6 The creature took shape from d reams or n ightmares.
in size, the hydra could still destroy every human city unless
it was immediate/y contained. Together the gods trapped NYXB ORN STAT I STICS
the hydra inside a cavern deep under the Nessian Forest. Any type of creature might be Nyxborn. A Nyxborn crea
-Jenna Helland, Godsend ture has the normal statistics for its kind, but usually
has a special characteristic, a magical quality that sets it
apart. When creating Nyxborn creatures, you can sum
This chapter provides stat blocks for a variety of crea
marize their Nyxborn traits as Magic Resistance, as in
tures unique to Theros, including mythic monsters-leg
the Nyxborn Traits table. Alternatively, if you'd like more
endary beings intended to serve as peerless threats. It
variety, roll on that table to randomly determine the dis
also includes lore relevant to monsters from the Monster
tinctive characteristic of a Nyxborn creature, or choose
Manual that appear on Theros.
one of these or similar traits.
.. ·
hind. (Steps)
What has six faces, but no mouth, has twenty-one
eyes, but cannot see? (A die)
What turns everything but does not move? (A mirror)
The more there is, the less you see. (Darkness)
• What is stronger than the gods, more terrifying than
the demons, the poor have it, the rich need it, and if
you eat it, you die? (Nothing)
.. ·
STAT BLO C K S BY
CREATURE TYPE
The following list categorizes the creatures in this
chapter by creature type. Creatures marked with an
asterisk appear in the "Mythic Monsters" section later
in this chapter.
ABERRATION HUMANOID
Woe strider Akroan hopl ite
Leo n i n iconoclast
CELESTIAL
M e l etian hoplite
Arch on of fallen stars
Oracle
Ashen rider
Setessan hoplite
Winged bull
Triton master of waves
Wi nged lion
Triton shorestalker
CONSTRUCT
MONSTROSITY
Anvilwrought raptor
Amphisbaena
Bronze sable
Aphemia
Burnished heart
Arasta''
Colossus of Akros
Blood-toll harpy AM P H I SBA E NA
Gold-forged sentinel
Fleecemane lion The amphisbaena has a head at either end of its ser
FIEND
H i ppocamp pentine body, and each head sports venomous fangs.
Hython ia* To move, an amphisbaena uses one mouth to grip the
Abhorrent overlord
l ronscale hydra neck of its other head, forming a hoop that rolls over
Eater of hope
Nyx-fleece ram the ground.
N i ghtmare shepherd
Polu kranos
FEY Theran chimera AMPHISBAENA
Alseid Tromokratis* Medium monstrosity, unaligned
Lam pad Two-headed cerberus
N aiad Typhon Armor Class 1 4
Hit Points 1 1 (2d8 + 2)
Oread U nderworld cerberus
Speed 30 ft., swim 30 ft.
Satyr reveler
UNDEAD
Satyr thornbearer STR DEX CON INT WIS CHA
Fl itterstep eidolon 14 (+2) 18 (+4) 1 2 (+l ) 3 (-4) 10 (+O) 3 (-4)
GIANT G hostblade eidolon
Doomwake giant Phylaskia Skills Perception +4
H u ndred-handed one Retu rned drifter Senses blindsight 10 ft., passive Perception 1 4
Returned palamn ite Languages-
Challenge 1/2 (100 XP)
Returned sentry
ACTIONS
Multiattack. The amph isbaena makes two bite attacks.
Bite. Melee Weapon Attack: +6 to h it, reach 5 ft., one tar·
get. Hit: 6 ( l d4 + 4) piercing damage and 4 (ld6 + 1) poi
son damage.
GOLD-FORGED SENTINEL
Large construct, unaligned
ARC HONS
The mysterious conquerors known as archons
once ruled vast empires. These armored war
lords saw themselves as champions of merciless
justice, and they ruled with iron fists. But their
dominance ultimately came to an end. As the
archon overlords toppled, they scattered to the
fringes of the world, and their holdings developed
into the poleis of today.
Even though the age of archons is long past,
many wonder if the few surviving archons might
someday attempt to reestablish their empire or
if they are truly resigned to their lesser role in
the world.
ARCHON OF FALLING STARS Dexterity sav i n g throws. I f the arch on i s reduced to 0 hit
points while riding its mount, the mount is reduced to 0 h it
Medium celestial, lawful good
points as wel l .
Armor Class 18 (plate) Radiant Rebirth (Recharges after a Long Rest). If t h e archon
Hit Points 144 ( 1 7d8 + 68) is reduced to 0 h it points, it regai n s 30 hit points and springs
Speed 30 ft. back to its feet with a burst of radiance. Each creature of the
archon's choice within 30 feet of it must succeed on a DC 16
STR DEX CON INT WIS CHA Constitution saving throw, or the creature takes 1 3 (3d8) rad i·
20 (+5) 1 5 (+2) 19 (+4) 15 (+2) 21 (+5) 19 (+4) ant damage and i s b l i nded u ntil the start of the archon's turn.
Saving Throws Str +9, Con +8, Wis +9, Cha +8 ACTIONS
Skills Arcan a +6, H istory +6, Insight +9, Perception +9
Damage Immunities rad iant
Multiattack. The archon makes two attacks with its ra
Condition Immunities charmed, exhaustion, frightened diant spear.
Senses truesight 1 20 ft., passive Perception 1 9 Radiant Spear. Melee Weapon Attack: +9 to hit, reach 10 ft.,
Languages all one target. Hit: 12 (2d6 + 5) piercing damage plus 10 (3d6)
Challenge 12 (8,400 XP)
radiant damage.
ASHEN RIDER Dexterity saving throws. I f the ashen rider is reduced to 0 hit
points while riding its mount, the mount is reduced to 0 h it
Medium celestial, lawful evil
points as wel l .
Armor Class 1 8 (plate)
ACTIONS
Hit Points 1 78 (21 d8 + 84)
Speed 30 ft. Multiattack. The ashen rider makes three attacks with its
ashen blade or two attacks with its bolt of ash.
STR DEX CON INT WIS CHA
Ashen Blade. Melee Weapon Attack: +10 to h it, reach 1 0 ft., one
20 (+5) 16 (+3) 19 (+4) 15 (+2) 21 (+5) 1 8 (+4)
target. Hit: 1 4 (2d8 + 5) slashing damage plus 1 3 (2d l 2) rad i
ant damage.
Saving Throws Str +1 0, Con +9, Wis +1 0, Cha +9
Skills H istory +7, I nsight + 10, Perception + 1 0 Bolt of Ash. Ranged Spell Attack: + 10 to h it, range 1 20 ft. , one
Damage Immunities thunder creature. Hit: 22 (4dl0) necrotic damage, and the target can't
Condition Immunities charmed, exhaustion, frightened regain hit points until the start of the ashen rider's next turn.
Senses truesight 1 20 ft., passive Perception 20
Languages all LEGENDARY ACTIONS
Challenge 16 (1 5 ,000 XP)
The ashen rider can take 3 legendary actions, choosing from
the options below. Only one lege ndary action option can
Aura of Silence. When a creature starts its turn within 30 feet of
be used at a time and only at the end of another creature's
the ashen rider, the rider can force that creature to make a DC
turn. The rider regains spent legendary actions at the start
1 8 Wisdom saving throw ifthe rider can see it. On a successfu l
of its turn.
save, the creature i s i m m u n e to this aura for the next 2 4 hours.
On a failed save, the creature can't speak and is deafened until Attack. The ashen rider makes an attack using its ashen blade
the start of its next turn. or bolt of ash.
Coordinated Assault (Costs 2 Actions). The ashen rider makes
Innate Spellcasting. The ashen rider's spellcasting a b i l ity is an attack using its ashen blade or bolt of ash, and then its
Wisdom (s pell save DC 18). The rider can i n n ately cast the fol mount can use its reaction to make a melee weapon attack.
lowing spel ls, requiring no material components: Reduce to Ash (Costs 3 Actions). The ashen rider targets a crea
At will: command, compelled duel ture it can see with i n 60 feet of it. The target must succeed
l /day each: banishment, blade barrier on a DC 18 Constitution savi ng th row, or it takes 27 (5dl0)
necrotic damage and its hit point maxi mum is reduced by an
Mount. If the ashen rider isn't mounted, it can use a bonus amount equal to the necrotic damage take n . This reduction
action to magical ly teleport onto the creature serving as its lasts until the target fi n ishes a long rest. I f the target's hit
mount, provided the ashen rider and its mount are on the point maxi m u m is reduced to 0, its body and everyth ing it is
same plane of existence. When it teleports, the ashen rider ap wearing and carryi ng, except for magic items, are reduced to
pears astride the mount along with any equ ipment it is wearing ash. A creature reduced to ash can't be revived by any means
or carrying. short of a wish s pe l l .
Whi l e mounted and not i n capacitated, the ashen rider can't
be surprised, and both it and its mount have advantage on
WINGED BULL
Large celestial, unaligned
Armor Class 12
H it Points 95 ( l O d l O + 40)
Speed 60 ft., fly 60 ft.
UNDERWORLD CERBERUS
Medium monstrosity, lawful evil Large monstrosity, lawful evil
STR DEX CON INT WIS CHA STR DEX CON I NT WIS CHA
1 5 (+2) 14 (+2) 14 (+2) 3 (-4) 13 (+l) 6 (-2) 19 (+4) 12 (+l ) 18 (+4) 10 (+O) 16 (+3) 9 (-1)
Skills Perception +5, Stealth +4 Skills Ath l etics +7, Perception +9, Stealth +4
Damage Immunities fire, necrotic Damage Immunities fi re, necrotic
Condition Immunities b l inded, charmed, deafened, exhaustion, Condition Immunities blinded, charmed, deafened, exhaustion ,
fr ightened, stu n ned frightened, stunned
Senses darkvision 60 ft., passive Perception 1 5 Senses truesight 30 ft., passive Perception 1 9
Languages- Languages u nderstands a l l languages but can't speak
Challenge 2 (450 X P) Challenge 6 (2,300 XP)
Aggressive. As a bonus action, the cerberus can move up to its Aggressive. As a bonus action, the cerberus can move up to its
speed toward a hostil e creature that it can see. speed toward a hostile creature that it can see.
Multiheaded. The cerberus can't be surprised, and it has ad Multiheaded. The cerberus can't be su rprised , and it has ad
vantage on sav i n g th rows against being knocked unconscious. vantage o n saving throws against being knocked unconscious.
Pack Tactics. The cerberus has advantage on an attack rol l Pack Tactics. The cerberus has advantage on an attack rol l
against a creature i f a t least one o ft h e cerberus's allies i s within against a creature i f a t least o n e o ft h e cerberus's a l l ies is within
5 feet of the creature and the ally i s n't incapacitated. 5 feet of the creature and the ally isn't i ncapacitated.
A C TIO N S A CTI O N S
Multiattack. The cerberus makes two bite attacks. Multiattack. The cerberus makes three bite attacks.
Bite. Melee Weapon Attack: +4 to h it, reach 5 ft., one target. Bite. Melee Weapon Attack: +7 to h it, reach 5 ft., one target. Hit:
Hit: 5 ( l d 6 + 2) piercing damage plus 2 (l d4) fire damage. 1 1 (2d 6 + 4) piercing damage plus 3 (l d6) fi re damage.
Breath Weapon (Recharge 5-6). The cerberus exhales a 1 5 -foot Breath Weapon (Recharge 5-6). The cerberus exhal es a 30-foot
cone of molten rock. Each creature in the cone must make a cone of molten rock. Each creature in the cone must make a
DC 1 2 Dexterity saving throw, taking 10 (3d6) fire damage on a DC 1 5 Dexterity saving th row, taking 21 (6d6) fi re damage on a
fai led save, or half as much damage on a successful one. On a failed save, or half as much damage on a successful one. On a
fai led save, a creature is also restrained by the hardening rock. failed save, a creature is also restrai ned by the hardening rock.
A creature can make a DC 12 Strength (Athletics) check as an A creature can make a DC 15 Strength (Athletics) check as an
action, freeing itself or a creature with i n reach fr om the rock o n action, freeing itself or a creature within reach fr om the rock o n
a success. T h e rock has A C 1 7 and 1 0 hit points, and it i s im a success. T h e rock h a s A C 1 7 and 2 0 hit points, and it i s i m
mune to fi re, poison, and psychic damage. m u n e t o fi re, poison, and psychic damage. •
d4 Attack
Lightning Breath (Recharge 5-6). The chi mera exhal es
l ightn i n g in a 60-foot l i n e that is 5 feet wide. Each crea
ture in that l i n e must make a DC 15 Dexterity sav i n g
TAIL ATTACK S
throw, t a k i n g 36 (8d8) l ightn i n g damage o n a fai led
save, or half as much damage on a successful one. d4 Attack
2 Tidal Wave Breath (Recharge 5-6). The chimera has a n Venomous Tail. The chimera's tail ends i n a snake's
aquatic creature's head that exhales a torrent o f acidic h ead or a stinger, which deals piercing damage i n stead
water i n a 60-foot l i n e that is 5 feet wide. Each creature of bl udgeoning damage. In addition, when the chimera
i n the l i n e must make a DC 15 Dexterity sav i n g throw. h its a creature with its tail, the creature must succeed
On failed save, a creature takes 27 (5dl0) acid damage on a DC 1 5 Constitution saving throw or become poi
and i s knocked prone. On a successful save, it takes soned for l m i n ute. A poisoned target can repeat the
half as m uch damage and isn't knocked prone. savi n g th row at the end of each of its turns, ending the
3 Venom Spray (Recharge 5-6). The ch i mera has a ven effect on itself on a success.
omous creature's head that exhales a spray of poison 2 Perplexing Tail. The c h i mera has an additional head
in a 1 5 -foot cone. Each creature i n that area must where its tail should be. The chimera loses its tail
succeed on a DC 1 5 Constitution saving throw or be attack and makes two head attacks when it takes the
poisoned fo r l m i n ute. While poisoned i n this way, a M u ltiattack action. Use the H ead Attacks table to de
target takes 35 (l Od6) poison damage at the start of termine the nature of the new head.
each of its turns. A target can repeat the saving th row 3 Shark Tail. The chi mera's tail is a large fi n . When the
at the end of each of its turns, ending the effect on c h i mera h its a creature with its tail, the creature i s also
itself on a success. pushed u p to 10 feet away.
4 Necrotic Breath (Recharge 5-6). The c h imera exhal es 4 Constricting Tail. The c h imera's tail can constrict prey.
necrotic energy i n a 15-foot cone. Each creature in that If the chimera h its a creature with its tail, the target i s
area must succeed on a DC 15 Constitution sav i n g grappled (escape DC 1 5) if it is Large or smaller. U n t i l
th row, or it takes 31 (7d8) necrotic damage and is un this grapple e n d s , the target i s restrained, and t h e chi
able to regain hit points until the end of its next turn. mera can't use its tail on another target.
.
..
ACTIONS
Multiattack. The colossus of Akros makes two melee attacks.
Spear. Melee or Ranged Weapon Attack: + 16 to h it, reach 1 5
ft., o r range 200/600 ft., one target. Hit: 2 3 (4d6 + 9) piercing
damage, or 27 (4d8 + 9) piercing damage if used with two
hands to make a me lee attack. If the colossus makes a ranged
attack with this spear, the spear magically retu rns to its hand
after the attack.
C OLO S SU S OF AKRO S Sword. Melee Weapon Attack: +1 6 to h it, reach 15 ft., one target.
Hit: 36 (6d8 + 9) slashing damage.
An enormous golem of bronze and iron overlooks the
path leading to the polis of Akros. Though it is rarely Flames of Akros (Recharge 6). Magical flames issue from the co
called on to defend the polis, the sight of its towering lossus toward up to three creatures the colossus can see within
90 feet of it. Each target m ust make a DC 24 Dexterity savi ng
form is enough to ease the minds of the populace. In
throw, taking 36 (8d8) fire damage on a failed save, or half as
truly desperate times, priests of Purphoros work their
much damage on a successful one. On a failed save, a target
magic to call the colossus to life, whereupon the earth
also magically catches fire for 1 m i n ute. At the end of each of
rumbles as it steps down from its twin plinths to place
its turns thereafter, the burning target repeats the savi ng throw.
itself before the threat. It takes 1 8 (4d8) fi re damage on a failed save, and the effect
Constructed Nature. The colossus of Akros doesn't ends on a successful one.
.
require air, food, drink, or sleep.
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ABHORRENT OVERLORD
Abhorrent overlords are gaunt, bipedal creatures whose
gray, leathery skin is in stark contrast to the gleaming
jewelry made of Underworld gold that they adorn them
selves with. Their appetite for pain and death is eclipsed
only by their greed; these fiends delight in searching out
treasure and slaughtering all who stand in their way.
Fell Minions. Harpies, vultures, crows, and other
flying scavengers are attracted to an overlord's pres
•
ence, drawn by its evil and the promise of warm meat.
An abhorrent overlord has no sense of loyalty or ca
maraderie toward these sycophants and often devours
members of its retinue, yet more of the same continue to
flock around the demon, offering fealty and squabbling
for scraps.
ABHORRENT OVERLORD d i rection to that site. If the gold is being moved, it knows the
d i rection of the movement. It can't locate gold if any th ickness
large fiend, lawful evil
of clay or lead, even a thin sheet, blocks a direct path between
Armor Class 1 6 (natural armor) it and the gold.
Hit Points 1 36 ( 1 6d l 0 + 48) Magic Resistance. The abhorrent overlord has advantage on
Speed 30 ft., fly 60 ft. savi ng throws against spells and other magical effects.
CHAPTER 6 I FRI E N D S A N D F O E S
219
EATER QF HOPE
On Theres, the term "demon" encompasses all fiends.
An eater o f hope i s bitter to the core, resentful o f all The people ofTheros m ight refer to "demons" or "devi ls"
forms of life and joy. Although these demons can strike i nterchangeably, having no u nderstand ing of the difference
down most foes, they prefer to let terror and despair between fiendish species or d istant n i ghtmarish planes. A
overtake their victims first, letting their victims mari pit fiend m ight be i nterpreted by Theros's mortals as one
nate in fear before the fiend devours them. of the U nderworld's countless demonic denizens, while a
balor meeting a Theres demon on some other plane might
Twister of Wills. Being obsessed with wealth and
consider it a rarity from some undiscovered Abyssal layer.
dominating lesser beings, eaters of hope hoard treasure
I n general, feel free to use whatever fiends you wish when
for the sole purpose of tempting and manipulating mor
tel l i n g stories in Theres-the U nderworld's a big place
tals. They revel in using creatures' greed to turn them with room for all the incarnate wickedness you desire.
against one another and their own best interests.
EATER OF HOPE to that site. I f the gold is being moved, it knows the d i rection
of the movement. It can't locate gold if any thickness of clay
Large fiend, lawful evil
or lead, even a thin sheet, blocks a d i rect path between it
Armor Class 1 7 (natural armor) and the gold.
Hit Points 90 (12dl0 + 24) Magic Resistance. The eater of hope has advantage on saving
Speed 30 ft., fly 60 ft. throws against spells and other magical effects.
FLITTERSTEP EIDOLON
Medium undead, any alignment
Armor Class 1 4
Hit Points 44 (8d8 + 8J
Speed 40 ft.
Evasion. If the eidolon is subjected to an effect that allows it Skills Acrobatics +5, Athletics +6, Perception +4
to make a Dexterity saving throw to take only half damage, the Damage Resistances necrotic; bludgeon in g, piercing, and
eidolon i n stead takes no damage if it succeeds on the savi ng slash i ng from nonmagical attacks
th row, and only half damage if it fai l s . It can't use this trait if it's Damage Immunities poison
i n capacitated. Condition I mmunities charmed, exhaustion, frightened,
grappled, paralyzed, petrified, poisoned, restrained
Incorporeal Movement. The eidolon can move through other Senses passive Perception 14
creatures and objects as i f they were d ifficult terrain. It takes 5 Languages the languages it knew in life
( 1 d l 0) force damage if it ends its turn inside an object. Challenge 5 ( 1 , 800 XP)
F LEECEMANE LION Spell Turning. The l ion has advantage o n saving throws aga i n st
any spell that targets only the l ion (not an area). If the lion's
Large monstrosity, unaligned
saving th row succeeds and the spell i s of 4th level or lower, the
Armor Class 1 5 (natural armor) spell has no effect on the l ion and i n stead targets the caster.
Hit Points 45 (6d10 + 12)
ACT I O N S
Speed 50 ft.
Multiattack. The lion makes two attacks: one with its bite and
STR DEX CON INT WIS CHA one with its claw.
19 (+4) 16 (+3) 14 (+2) 6 (-2) 14 (+2) 1 0 (+O)
Bite. Melee Weapon Attack: +6 to h it, reach 5 ft., one target.
Hit: 8 ( l d 8 + 4) piercing damage.
Saving Throws Str +6, Con +4
Skills Perception +4, Stealth +5 Claw. Melee Weapon Attack: +6 to h it, reach 5 ft., one target.
Senses passive Perception 1 4 Hit: 7 ( l d 6 + 4) slashing da mage.
Languages -
Challenge 3 (700 XP) LEG E N DARY ACTI O N S
The lion c a n take 2 legendary actions, choos i n g from the op
Keen Smell. The lion has advantage on Wisdom (Perception)
tions below. Only one legendary action option can be used at
checks that rely on smell.
a time and only at the end of another creature's turn. The l ion
Pounce. If the lion moves at least 20 feet straight toward a regains spent legendary actions at the start of its turn .
creature and then h its it with a claw attack on the same turn, Claw. The lion makes one claw attack.
that target must succeed on a DC 1 4 Strength saving throw or Roar (Costs 2 Actions). The lion emits a magical roar. Each
be knocked prone. If the target is prone, the lion can make one creature within 60 feet of the lion that can hear the roar m u st
bite attack against it as a bonus action. succeed on a DC 12 Wisdom savin g throw or be frightened of
the l ion u ntil the end of the l ion's next turn.
Running Leap. With a 1 0 -foot r u n n i n g start, the lion can long
jump up to 25 feet.
...·
HUNDRED-HANDED ONE
Huge giant, lawful neutral
A PH E M I A T H E D I S S ONAN T S ONG
The notorious Nyxborn harpy Aphemia prowls the
marshy wastes around the necropolis of Asphodel. Her
shrill songs enthrall the necropolis's undead inhabi
tants, which she leads on raids to waylay unsuspecting •
travelers and settlements.
BLOOD -TOLL H A R PY
Murderous gangs of harpies collect in grim places
across Theros, preying on any who pass by. Many mer
chants face regular losses at the harpies' claws, com
mon casualties often referred to as a "blood toll."
SIRENS
Sirens are a kind of beautiful harpy with h u m a n like bodies,
bird wi ngs and legs, and bright plumage i n shades of bl ue,
pu rple, and green. They use the stat block of the harpy in
the Monster Manual, using their luring song to mesmerize
their prey and draw it near. Siren songs prove exceptionally
dangerous to sai lors, who risk steering their s h i ps onto
reefs in an attempt to reach the sou rce of the melody.
APHEMIA Bite. Melee Weapon Attack: +6 to h it, reach 5 ft. , one tar
get. Hit: 8 (2d4 + 3) piercing damage plus 1 3 (3d8) ne
Medium monstrosity, chaotic evil
crotic damage.
Armor Class 1 5 (natural armor) Claws. Melee Weapon Attack: +6 to h it, reach 5 ft., one target.
Hit Points 52 (8d8 + 16) Hit: 10 (2d6 + 3) slashing damage.
Speed 20 ft. , fly 50 ft.
Discordant Song. Aphemia shrieks a cacophony of magical
STR DEX CON INT WIS CHA sounds. Each h u manoid within 1 20 feet of her must succeed on
13 (+1) 16 (+3) 1 5 (+2) 13 (+1) 14 (+2) 16 (+3) a DC 1 4 Wisdom savi ng throw or be frightened of her until the
song ends. A frightened creature takes 7 (2d6) psychic damage
Saving Throws Dex +6, Cha +6 at the start of its turn while Aphemia is si nging. A frightened
Skills Arcana +4, Intimidation +6, Perception +5 creature can repeat the saving throw at the end of each of its
Damage Resistances n ecrotic turns, e n d i n g the effect o n itself o n a success. I f a creature's
Condition Immunities charmed, frightened saving throw i s successful or the effect ends for it, the crea
Senses darkvision 1 20 ft., passive Perception 1 5 ture is i m m u n e to Aphemia's D iscordant Song for the next 24
Languages Common hours. Aphemia must take a bonus action on her subsequent
Challenge 5 ( 1 , 800 X P) turns to continue singing. She can stop singing at any time.
The song ends if Aphemia i s incapacitated or dies.
Legendary Resistance (2/Day). If Aphemia fails a saving th row,
she can choose to succeed i nstead. Grave Calling Song. Aphemia i ntones a low, growl i n g magical
melody. Every u ndead within 300 feet of her must succeed on
Magic Resistance. Aphemia has advantage on saving throws a DC 1 4 Wisdom saving throw or fal l under her control until
against spells and other magical effects. the song ends. Aphemia m u st take a bonus action on her
su bsequent turns to continue s inging, and she can mentally
ACTIONS com mand the u ndead under her control as part of the same
Multiattack. Aphemia makes two attacks: one with her bite bon us action. She can stop singing at any time. The song ends
� .. and one with her claws. if Aphemia is incapacitated or dies.
·...
AKROAN HOPLITE move within 5 feet of it. When the hop lite hits a creature with
an opportun ity attack using its spear, the creature takes a n ex
Medium humanoid (any), any alignment
tra 4 (1 d8) piercing damage, and the creature's speed becomes
Armor Class 1 8 (breastplate, shield) 0 for the rest of the turn.
Hit Points 52 (8d8 + 1 6)
ACTIONS
Speed 30 ft.
Multiattack. The hopl ite makes three melee attacks or two
STR DEX CON INT WIS CHA ranged attacks.
1 6 (+3) 1 6 (+3) 14 (+2) 11 (+O) 14 (+2) 13 (+l )
Spear. Melee or Ranged Weapon Attack: +5 to h it, reach 5 ft., or
range 20/60 ft., one target. Hit: 6 (ld6 + 3) piercing damage, or
Saving Throws Str +5, Dex +5
7 ( l d8 + 3) piercing damage if used with two hands to make a
Senses passive Perception 1 2
melee attack.
Languages Common
Challenge 3 (700 XP) Shield Bash. Melee Weapon Attack: +5 to h it, reach 5 ft., one
creature. Hit: 5 (ld4 + 3) bludgeo n i ng damage. If the target
Hold the Line. While the hoplite is holding a spear, other crea is a Medium or smaller creature, it m u st succeed on a DC 1 3
tures provoke an opportunity attack from the hoplite when they Strength savi ng throw or b e knocked prone.
Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 Pack Tactics. The hopl ite has advantage on an attack rol l
ft., one target. Hit: 6 ( l d 6 + 3) piercin g damage, or 7 ( l d8 against a creature i f a t least o n e o ft h e hoplite's allies i s within
+ 3) piercing damage if used with two hands to make a me 5 feet of the hop l ite and the ally i s n 't incapacitated.
lee attack.
ACTIONS
Shield Bash. Melee Weapon Attack: +5 to h it, reach 5 ft., one
Multiattack. The hoplite makes two scimitar attacks or two
creature. Hit: 5 ( l d4 + 3) bl udgeoning damage. If the target
longbow attacks.
is a Med i u m or smaller creature, it must succeed on a DC 1 3
Strength savi ng throw o r b e knocked prone. Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft. , one target.
Hit: 6 ( l d 6 + 3) slashing damage plus 10 (3d6) poison damage.
Ray of Frost (Cantrip). Ranged Spell Attack: +5 to h it, range 60
ft., one creature. Hit: 4 (l d8) cold damage, and the target's Longbow. Ranged Weapon Attack: +5 to h it, range 1 5 0/600 ft. ,
speed is reduced by 10 feet until the start of the hoplite's one target. Hit: 7 ( l d8 + 3) piercing damage plus 1 0 (3d6) poi
next turn. son damage. - .
... .
POLUKRANOS Reactive Heads. For each head Polukranos has beyond one, it
gets a n extra reaction that can be used only to make opportu
Gargantuan monstrosity, unaligned
n ity attacks.
Armor Class 1 7 (natural armor) Siege Monster. Polukranos deals double damage to objects and
Hit Points 232 (l Sd20 + 7S) structures.
Speed SO ft., swim SO ft.
Wakeful. While Polukranos sleeps, at least one of its
STR DEX CON I NT WIS CHA heads is awake.
2S (+7) lS (+2) 21 (+S) 4 (-3) 14 (+2) 10 (+0)
AC T I ONS
Skills Perception + 1 4 Multiattack. Pol ukranos makes as many bite attacks as it
Damage I mmunities acid has heads.
Senses darkvision 1 20 ft., passive Perception 24
Languages - Bite. Melee Weapon Attack: + 13 to h it, reach l S ft., one target.
Challenge 1 9 (22,000 XP) Hit: 18 (2d l 0 + 7) piercing damage.
Stomp. Melee Weapon Attack: + 13 to h it, reach l S ft. , one tar
Acidic Blood. When Polukranos takes piercing or slashing dam get. Hit: 16 (2d8 + 7) bludgeo n i ng damage.
age, each creature within S feet of Pol u kranos takes 10 (3d6)
acid da mage. Tail. Melee Weapon Attack: +1 3 to hit, reach lS ft., one target.
Hit: 18 (2d l 0 + 7) bludgeoning damage. If the target is a crea
Hold Breath. Pol u kranos can hold its breath for l hour. ture, it must succeed on a DC 21 Strength savi ng throw or be
Legendary Resistance (3/Day). If Pol ukranos fai l s a savi ng pushed up to 20 feet away from Polukranos.
throw, it can choose to succeed i n stead.
LEGENDARY ACTIONS
Multiple Heads. Polu kranos has five heads. While it has
Polu kranos can take 3 legendary actions, choosing from the op
more than one head, Polu kranos has advantage on savi ng
tions below. Only one legendary action option can be used at a
throws against being bl inded, charmed, deafened, frightened,
time and only at the end of another creature's turn. Polukranos
stunned, or knocked unconscious.
regai n s spent legendary actions at the start of its turn.
Whenever Pol ukranos takes 40 or more damage in a si ngle
turn, one of its heads d ies. I f all its heads die, Polukranos dies. Detect. Polukranos makes a Wisdom (Perception) check.
At the end of its turn, it grows two heads for each of its heads Tail Swipe. Polu kranos makes a tail attack.
that died s i n ce its last turn, unless it has taken 40 or more fi re Trampling Charge (Costs 3 Actions). Polukranos moves up to
damage s i n ce its last turn. Polukranos regains 20 hit points for SO feet i n a straight l i n e and can move through the space of
each head regrown i n this way. any creature H u ge or smaller. The fi rst time it enters each
creature's space during this move, it can make a stomp at
tack against that creature.
.. ·
C HAPTER 6 I FRI E N D S A N D F O E S
235
Medium fey, chaotic neutral
CHAPTER 6 I F R I E N D S A N D FOES
Medium fey, chaotic evil
A CTI O N S
Saving Throws Con +8, Wis +7
Skills I nsight +7, Perception +7 Multiattack. The phylaskia makes two longsword attacks and
Damage I mmunities necrotic, poison uses its Strength Dra i n once.
Condition I mmunities blinded, charmed, deafened, exhaustion,
frightened, poisoned Longsword. Melee Weapon Attack: +9 to h it, reach 1 0 ft., one
Senses truesight 1 20 ft., passive Perception 17 target. Hit: 1 4 (2d8 + 5) slashing damage, or 1 6 (2d l 0 + 5)
Languages a l l slashing damage if used with two hands, plus 11 (2dl 0) ne
Challenge 9 (5 ,000 X P) crotic damage.
VARIANT: RETURNED K AK OMANTIS Turn Resistance. The Retu rned has advantage on saving th rows
again st any effect that turns undead.
Although the dead typically recall l ittle of their l ives,
some have an obsession with magic that survives both Unreadable Face. The Retu rned i s i m m u n e to any effect that
death and reb i rth as a Returned. These Returned, called wou ld sense its emotions or read its thoughts. Wisdom ( I n
kakomanteis, use thei r magical prowess to control the en s ight) checks t o ascertai n t h e Returned's intentions or s i n cerity
ergy that suffuses the U nderworld. A Returned kakomantis are made with disadvantage.
has the statistics of a Returned palamn ite and uses the
following action option in place of M u ltiattack: AC T I O N S
Underworld Bolt. Ranged Spell Attack: +4 to h it, range 1 20 Scimitar. Melee Weapon Attack: +4 to h it, reach 5 ft., one
ft., one creature. Hit: 1 3 (2d8 + 2) necrotic damage, and target. Hit: 5 ( l d 6 + 2) slashing damage plus 3 (l d6) poi·
the target can't regain h it points u ntil the start of the son damage.
Returned's next turn. If the target i s missing any of its hit
points, it i n stead takes 1 7 (2d l 2 + 2) necrotic damage. Sling. Ranged Weapon Attack: +4 to hit, range 30/ 1 20 ft., one
target. Hit: 4 ( l d 4 + 2) bludgeoning damage.
·-
C HAPTER 6 I F R I E N D S A N D FOES
Medium undead, lawful evil
Medium undead, chaotic evil
Armor Class 1 5 (leather armor, s hield)
Armor Class 1 5 (natural armor) Hit Points 22 (4d8 + 4)
Hit Points 65 (10d8 + 20) Speed 30 ft.
Speed 30 ft.
STR DEX CON I NT WIS CHA
STR DEX CON I NT WIS CHA 1 6 (+3) 1 5 (+2) 12 (+l ) 10 (+0) 12 (+l) 1 1 (+O)
10 (+O) 17 (+3) 14 (+2) 1 3 (+l) 1 2 (+ l ) 1 5 (+2)
Damage Resistances necrotic
Skills Acrobatics +5, Ath letics +2, Stealth +5 Damage Immunities poison
Damage Resistances necrotic Condition Immunities poisoned
Damage Immunities poison Senses passive Perception 1 1
Condition Immunities poisoned Languages the languages it knew i n life
Senses passive Perception 1 1 Challenge 1 (200 XP)
Languages the languages i t knew i n life
Challenge 4 (1 , 1 00 XP) Pack Tactics. The Return ed has advantage on an attack rol l
against a creature i f a t least one o f t h e Returned's a l l ies i s
Fleeting Anger. If another creature deals damage to the Re with i n 5 feet o ft h e creature a n d t h e a l l y isn't incapacitated.
turned, the Returned makes attack rol l s with advantage until
Turn Resistance. The Retu rned has advantage on savi ng throws
the end of its next turn.
against any effect that turns u ndead.
Turn Resistance. The Returned has advantage on savi ng th rows
Unreadable Face. The Returned i s i m m u n e to any effect that
against any effect that turns undead.
would sense its emotions or read its thoughts. Wisdom ( I n
Unreadable Face. The Return ed i s i m m u n e to any effect that sight) checks t o ascertain the Returned's i ntentions o r si ncerity
wou ld sense its emotions o r read its thoughts. Wisdom ( I n are made with d isadvantage.
sight) checks t o ascertai n t h e Returned's intentions or s i n cerity
are made with disadvantage. ACTIONS
Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. o r
ACTIONS range 20/60 ft . , one target. Hit: 6 ( l d 6 + 3 ) piercing damage, o r
Multiattack. The Retu rned makes two shortsword attacks. 7 (1 d8 + 3) piercing damage if used with two h a n d s t o make a
melee attack, plus 7 (2d6) poison damage.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 ( l d 6 + 3) piercing damage plus 1 0 (3d6) poi Sling. Ranged Weapon Attack: +4 to hit, range 30/ 1 20 ft., one
son damage. target. Hit: 4 ( l d4 + 2) bludgeo n i ng damage.
. ..
...
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Armor Class 1 3
Hit Points 3 3 (6d8 + 6)
Speed 40 ft.
Armor Class 1 5 (leather armor) Multiattack. The satyr makes three ram attacks o r three short
Hit Points 38 (7d8 + 7) bow attacks.
Speed 40 ft.
Ram. Melee Weapon Attack: +3 to hit, reach 5 ft. , one target.
Hit: 6 (2d4 + 1) bludgeo n i n g damage.
STR DEX CON I NT WIS CHA
12 (+l) 18 (+4) 12 (+l ) 1 1 (+O) 1 3 (+l) 1 4 (+2) Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft. ,
one target. Hit: 7 ( l d 6 + 4 ) piercing damage.
Skills Perception +5, Performance +6, Stealth +6
Senses passive Perception 1 5 Hail ofArrows (Recharges after a Short or Long Rest). The satyr
Languages Common, Sylvan fi res an arrow that magically transforms into a flurry of missiles
Challenge 2 (450 XP) i n a 30-foot cone. Each creature i n that area must make a DC
1 4 Dexterity savi ng throw, taking 1 7 (Sd6) piercing damage on
Magic Resistance. The satyr has advantage on savi ng th rows a failed save, or half as much damage on a successful one.
agai nst spel l s and other magical effects. � #
... .
Armor Class 1 3
Hit Points 3 2 (5d8 + 1 0)
Speed 30 ft., swim 30 ft.
C H APTER 6 I F R I E N D S AN D FOES
2 44
TRITON MASTER OF WAVE S
Triton masters of waves sculpt storms and change the
tides, bending the sea to their will. Drawing forth living
currents and the icy cold of the deep, these mages make
the ocean their ally, using it to defend their people or
enact Thassa's wishes. While dire threats from the land
might bring them to coastal shallows, most masters of
waves keep to the ocean's depths.
Although many masters of waves resent land-dwellers
and strike out at those who trespass upon their waters,
most are devoted followers of the sea god. Those who
share their faith or who bear earnest offerings to Thassa
might defuse the tritons' ire-that is, if they survive the
deadly winds and waves that typically herald these sea
guardians' appearance.
TRITON MASTER OF WAVE S Summon Water Weird (Recharges after a Short or Long Rest).
Medium humanoid (triton), neutral As a bonus action, the triton magically summons l d4 water
weirds (see the Monster Manual). The summoned weirds ap
Armor Class 1 5 (natural armor) pear i n u noccupied spaces i n water with i n 60 feet of the trito n .
Hit Points 105 (14d8 + 42) The water wei rds act immediately after t h e triton on t h e same
Speed 30 ft. , swim 30 ft. i n itiative count and fight until they're destroyed . They d isappear
if the triton dies.
STR DEX CON I NT WIS CHA
1 6 (+3) 1 1 (+O) 16 (+3) 10 (+O) 12 (+l ) 19 (+4)
ACTIONS
Multiattack. The triton makes two attacks using Wave Touch
Saves Dex +3, I nt +3, Cha +7 and casts ray offrost.
Skills Ath letics +6, N ature +6, S u rvival +4
Damage Resistances cold, fire Wave Touch. Melee Spell Attack: +7 to h it, reach 5 ft. , one tar
Senses darkvision 60 ft. , passive Perception 1 1 get. Hit: 22 (4dl 0) cold damage.
Languages Com mon, Primord i a l Ray of Frost (Cantrip). Ranged Spell Attack: +7 to h it, range
Challenge 8 (3,900 XP) 60 ft. , one creature. Hit: 13 (3d8) cold damage, and the tar
get's speed i s reduced by 1 0 feet u ntil the start of the triton's
Amphibious. The triton can breathe air and water. next turn.
Innate Spellcasting. The triton's spel lcasti ng ability is Charisma
REACTIONS
(spell save DC 1 5 , +7 to hit with spell attacks). I t can i n n ately
cast the fol lowing spell s , requiring no material components: Frigid Shield. When a creature the triton can see targets the
triton with a n attack, the triton gains 1 0 temporary hit points. If
At will: ray offrost (see "Actions" below)
the attack h its and reduces the temporary hit points to 0, each
2/day: cone of cold
creature within 5 feet of the triton takes 9 (2d8) cold damage.
l/day each: fog cloud, gust of wind, wind wall " '
C HAPTER 6 I FRI E N D S A N D F O E S
WOE STRI DER
Woe striders form from the souls o f those who've bro
ken the bonds of destiny. Over centuries, these cosmic
blasphemers transform into hunched, long-limbed hor
rors, Sadistic things, woe striders seek ways to reweave
themselves into the tapestry of destiny. This leads them
to search for answers within the bowels of other beings,
performing murderous haruspicy in pursuit of their dis
carded cosmic purpose. When they fail to find answers,
their unnatural cries cause reality to shudder, under
mining magic and sane minds alike.
At the start of each of its turns, the woe strider decides which
WOE STRIDER
way the cone faces and whether its mouth i s open or closed.
Large aberration, chaotic evil
AC T I O N S
Armor Class 1 7 (natural armor)
Hit Points 1 1 0 ( 1 3d l 0 + 39) Multiattack. The woe strider makes two claw attacks and one
Speed 40 ft., c l i m b 40 ft. bite attack. If both claws hit the same creature, the target is
grappled (escape DC 14).
STR DEX CON I NT WIS CHA
Claw. Melee Weapon Attack: +7 to hit, reach 1 0 ft., one target.
1 8 (+4) 15 (+2) 1 6 (+3) 8 (-1) 1 4 (+2) 14 (+2)
Hit: 7 ( l d 6 + 4) slash i n g damage p l u s 3 ( l d 6) psychic damage.
Skills Intim idation +S, Perception +S Bite. Melee Weapon Attack: +7 to h it, reach 5 ft., one creature
Condition I mmunities frightened that is grappled, incapacitated, or restrai ned. Hit: 1 3 (2d8 + 4)
Senses darkvision 1 20 ft., passive Perception 1 5 piercing damage plus 1 6 (3dl0) psychic damage. In addition,
Languages telepathy 1 20 ft. each magic item the creature is carrying that i s n 't a n artifact
Challenge 7 (2,900 X P) has its magical properties suppressed for 1 m i n ute.
... .
•
•
• •
HYTHONIA
Large monstrosity, lawful evil Multiattack. Hythonia makes three attacks: one with her claws,
one to constrict, and one with her snaky h a i r.
Armor Class 1 7 (natural armor)
Hit Points 199 (2l d l 0 + 84) Claws. Melee Weapon Attack: + 1 1 to h it, reach 5 ft., one target.
Speed 40 ft., c l i m b 40 ft., swim 40 ft. Hit: 9 ( l d 8 + 5) slashing d amage plus 4 (l d8) poison damage.
Constrict. Melee Weapon Attack: +1 1 to hit, reach 15 ft., one
STR DEX CON I NT WIS CHA
Large or smaller creature. Hit: 16 (2d l 0 + 5) bludgeon ing
21 (+S) 1 7 (+3) 19 (+4) 1 4 (+2) 16 (+3) 1 8 (+4)
damage, and the target is grappled (escape DC 1 9) . U ntil this
grapple ends, the target is restrained a n d takes 1 5 (3d6 + 5)
Saving Throws Str +1 1 , Con +1 0, Cha +10
b l udgeoning damage at the start of each of its turns, and Hy
Skills Deception +10, Insight +9, Perception +9, Stealth +9
thonia can't constrict another target.
Damage Immunities poison
Condition I mmunities charmed, frightened, poisoned Snaky Hair. Melee Weapon Attack: + 11 to h it, reach 10 ft., one
Senses d a rkvision 1 20 ft., passive Perception 1 9 target. Hit: 31 (4dl 2 + 5) bludgeon i n g damage, and Hythonia
Languages Common can pull the target up to 5 feet closer to her if it i s a Large or
Challenge 17 (1 8 ,000 X P) smaller creature.
Petrifying Gaze. When a creature that can see Hythonia's eyes Move. Hythonia moves up to her speed without provoking op
starts its turn with i n 30 feet of h e r, Hythonia can force it to portun ity attacks.
make a DC 1 8 Constitution savi ng th row if she i s n 't i ncapaci Snaky Hair. Hythonia makes one attack with her snaky h a i r.
tated and can see the creature. If the savi ng throw fails by 5 or Petrified Earth (Costs 2 Actions). Hythonia causes stone s pikes
more, the creature i s i nstantly petrified. Otherwise, on a fai led to erupt from the ground i n a 30-foot radius centered o n her.
The area becomes difficult terrain until the start of her next
save the creature begi n s to turn to stone and is restrained. The
turn. Any creature, other than Hythonia, takes 9 (2d8) pierc
restrained creature m ust repeat the savin g throw at the end
i n g damage for every 5 feet it moves on those spikes.
of its next turn, becoming petrified on a fai l u re or ending the
effect on a success. The petrification lasts u ntil the creature is MYTHIC ACTIO NS
freed by the greater restoration spell or other magic.
If Hythonia's mythic trait is active, she can use the options be
U n less surprised , a creature can avert its eyes to avoid the
low as legendary actions for 1 hour after using Shed Skin.
saving throw at the start of its turn. If the creature does so, it
can't see Hythonia u ntil the start of its next turn, when it can Numbing Claws. Hythonia makes two attacks with her claws.
avert its eyes aga i n . If the creature looks at Hythonia i n the If both attacks hit the same creature, it takes an extra 7 (2d6)
meantime, it must immediately make the save. poison damage and m u st succeed on a DC 18 Constitutio n
I f Hythonia sees herself reflected on a polished su rface savi ng throw or become paralyzed u n t i l the start o f h e r
withi n 30 feet of her a n d in an area of bright light, she is af next turn.
fected by her own gaze. Look at Me (Costs 3 Actions). Hythonia can fo rce a sighted
creature she has grappled to see her eyes and be affected by
Shed Skin (Mythic Trait; Recharges after a Short or Long Rest). her gaze.
If Hythonia is reduced to 0 hit points, she doesn't die or fal l
u nconscious. I n stead, she sheds her skin, regains 1 99 hit
points, and moves up to her speed without provoking opportu
nity attacks.
STR DEX CON I NT WIS CHA Tentacle Grasp. Melee Weapon Attack: + 18 to h it, reach 20 ft.,
30 (+10) 11 (+0) 29 (+9) 22 (+6) 11 (+O) 10 (+O) one creature. Hit: 20 (3d6 + 1 0) b l udgeo n i n g damage, and the
target is grappled (escape DC 26). If the target doesn't escape
Saving Throws I nt + 14, Wis +8 by the end of its next turn, Tromokrati s throws the target u p to
Damage Resistances cold, l ightni n g, thunder 60 feet i n a straight l i ne. The target lands prone and takes 21
Damage Immunities fi re; bludgeo n i n g, pierc i n g, and slashing (6d6) b l udgeon i n g damage.
from nonmagical attacks
Bite. Melee Weapon Attack: +1 8 to h it, reach 5 ft., one target.
Condition Immunities charmed, frightened, paralyzed,
restrained Hit: 29 (3d12 + 1 0) piercing damage. If the target is a Large or
Senses b l i nd sight 1 20 ft., passive Perception 1 0 smaller creature gra p p led by Tromokratis, that creature is swal
Languages - lowed, and the grapple ends. W h i l e swallowed, the creature i s
Challenge 26 (90,000 XP) bli nded and restrained, it has total cover against attacks a n d
other effects outside Tromokratis, and it takes 42 (1 2d6) acid
Amphibious. Tromokratis can breathe air and water. damage at the start of each of Tromokratis's turns.
l f Tromokratis takes 50 damage or more on a single turn
Hearts of the Kraken (Mythic Trait; Recharges after a Short from a creature inside it, Tromokratis mu st succeed on a DC 20
or Long Rest). When Tromokratis is reduced to 0 hit points, it Constitution savin g throw at the end of that turn or regurgitate
doesn't die or fal l u nconscious. Instead , the damage creates all swa l lowed creatures, which fal l prone in a space within 1 0
cracks i n its carapace, revealing its hearts. Tromokratis has feet ofTromokratis. lfTromokratis dies, a swa l lowed creature
four hearts: two on its chest, one on its back, and one at the i s n o longer restrained by it and can escape from the corpse by
base of its tail. A heart has an AC of 22 and 1 00 hit points. It is using 15 feet of movement, exiting prone.
i m m u ne to bl udgeon i ng, piercing, and slashing damage from
non magical attacks, and it is i m m u n e to a l l cond itions. If it LEGENDARY ACTIONS
is forced to make a saving throw, treat its abil ity scores as 1 0
Tromokratis can take 3 legendary actions, choosing from
(+O). I f i t fi n ishes a short o r long rest, the carapace heals, any
the options below. Only one legendary action option can
destroyed hearts regenerate, and the hearts are covered aga i n .
be used at a time and only at the end of another creature's
Tromokratis dies when a l l t h e hearts a r e destroyed.
turn. Tromokratis regains spent legendary actions at the start
Legendary Resistance (3/Day). l f Tromokratis fails a saving of its turn.
throw, it can choose to succeed i n stead . Move. Tromokratis moves u p to half its speed.
Magic Weapons. Tromokratis's weapon attacks are magical. Tail. Tromokratis makes one tail attack.
Bite (Costs 3 Actions). Tromokratis makes one bite attack.
Siege Monster. Tromokratis deals double damage to objects
and structures. M Y T H IC ACTIONS
lfTromokratis's mythic trait is active, it can use the options
Spell-Resistant Carapace. Tromokratis has advantage o n saving
below as l egendary actions for l hour after using H earts of
throws against spells, and any creature that makes a spell at
the Krake n .
tack agai nst Tromokratis has disadvantage on the attack rol l .
Rampage. Tromokratis makes two attacks: one with i t s t a i l and
ACTIONS one with its tentacle grasp.
Multiattack. Tromokratis makes three attacks: one with its p i n Coral G rowth (Costs 2 Actions). Each creature within 10 feet
cer, o n e with i t s tai l , and o n e with i t s tentacle grasp. ofTromokratis m ust make a DC 25 Dexterity savi ng th row,
taking 1 3 (3d8) slashing damage on a fai led save, or half as
Pincer. Melee Weapon Attack: +1 8 to h it, reach 20 ft. , one tar much damage on a successfu l one. Until the start of its next
get. Hit: 20 (3d6 + 1 0) bludgeoning damage, and if the target turn, Tromokrati s and its hearts gain a +2 bonus to AC.
Agonas, 1 06
Akroan War, The, 88
Fleecemane lion, 223
Glossion, 4 1 , 92
Medusa, 70, 7 1 , 206
Meletis, 89
Phylaskia, 239
Phylias, 1 06
MYT H S
Akros, 86 Gods, 33 Minotaur, 2 2 , 65, 98 Piety, 36 Akroan War, The, 88
Alseid, 234 Adventures, 1 09 Miracles, 1 1 4 Polukranos, 230 Athreos, 39
Altrisos, 4 1 , 92 Assistance, 1 1 0 Mire of Punishment, 1 07 Purphoros, 7 6 Dalakos and the Kraken,
Amatrophon, 94 Divine weapons, 1 98 Mogis, 64 Adventures, 1 68 26
Amphisbaena, 208 Gods as villains, 1 1 0 Adventures, 1 5 2 Champions, 78 Ephara, 4 1
Androphage, 64 Intervention, 1 1 4 Champions, 66 Quests, 1 09 Erebos, 45
Anvilwroughts 1 2, 209 Serving multiple, 109 Mount Hiastos, 105 Returned, 73, 1 00, 240 Fall of Agnomakhos, 91
Aphemia, 226 Gorgon, see medusa Mount Kure, 97 Reverent Army, The, 90 First Kings of Meletis,
Arasta, 69, 248 Harpies, 226 Mount Velus, 1 04 Satyr, 24, 103, 242 15
Archons, 8, 2 1 2 Heliod, 46 Mount Vesios, 1 04 Sea lock, 205 Halma, Nylea's
Mounts, 2 1 4 Adventures, 1 28 Mystic Sea, 1 05 Setessa, 93 Emissary, 1 56
Ashlands, The, 99 Champions, 48 Mystical islands, 1 7 7 Siren Sea, 1 0 2 Heliod, 4 7
Asphodel, 1 00 Heroic archetypes, 7 Natumbria, 92 Sirens, 226 Iraan Games, The, 30
Athlete, 3 1 Heroic drive, 1 1 Nautical adventures, Sitrium, 92 Iroas, 51
Athreos, 39, 1 8 1 Hetos, 1 0 1 176 Skala Vale, 1 0 3 Karametra, 5 3
Adventures, 1 1 6 Hippocamp, 2 2 7 Neolantin, 92 Skophos, 99 Kelephne the Victor, 133
Champions, 38 History, 7 Nerono, 1 0 7 Sphinx, 207 Keranos, 57
Basilisk, 7 1 , 204 Hoplites, 228 Nessian Wood, 95 Stadium of Dishonor, Klothys, 59
Bassara Tower, 93 Humans, 1 7 Nexuses of the Seasons, 1 06 Klothys and the Titans,
Blessings, 1 1 4 Hundred-handed one, 94 Stratian, 86 145
Calendar, 85 225 Naiad, 236 Stratian Front, The, 99 Kruphix, 63
Caryatid, 94 Hunter's Crossing, 9 5 Night hag, 206 Sun's Mirror, 97 Mogis, 65
Catoblepas, 4 7 , 69, 204 Hydras, 230 Nylea, 67 Supernatural gifts, 1 2 Mogis and the
Centaur, 1 8 Hyrax Tower, 93 Adventures, 1 56 Tartyx River, 106, 180 Minotaurs, 2 3
Lagonna band, 92 Hythonia, 2 5 1 Champions, 68 Tethmos, 97 Nikaia the First Caryatid,
Pheres band, 88 Ilysia, 107 Nylea's Favored, 103 Thassa, 79 95
Cerberus, 65, 2 1 4 Iraan Games, The, 49, Nymphs, 234 Adventures, 1 7 2 Nylea, 6 9
Chimera, 2 1 6 87 Nyx, 1 05 , 1 1 4 Champions, 80 Pharika, 7 1
Citadel of Destiny, 1 0 7 Iroas, 49 Nyxborn, 1 4, 63, 203 Thaumaturges, 90 Phenax, 75
College o f Eloquence, 2 8 Adventures, 132 Nyx-fleece ram, 233 Thesteia, 92 Purphoros, 77
Colossus of Akros, 2 1 8 Champions, 50 Nykthos, 104 Titans, 34, 58, 1 45 Sinking of Olantin, The,
Crypts of the Lost, 1 0 1 Karametra, 52 Oath of Glory, 29 Titan's Stairs, 88 179
Cult of Horns, 1 03 Adventures, 1 36 Odunos, 1 01 Tizerus, 1 07 Temple at the World's
Cyclops, 88, 204 Champions, 54 Olantin, 88, 92, 1 7 9 Tovian Fields, 1 0 5 Edge, The, 1 49
Cypress Gates, 95 Katachthon Mountains, Omens, 1 1 1 , 1 1 2 Triton, 26, 1 09, 244 Thassa, 81
Dakra Isles, 8, 85 , 1 0 2 1 04 One-Eyed Pass, 88 Tromokratis, 254 Tymaret the Murder
Dawngreets, 1 03 Keranos, 55 Ophis Tower, 93 Twelve, The, 89 King, 1 0 1
Deathbellow Canyon, 99 Adventures, 1 40 Oracle, 1 5 , 238 Typhon, 246 Xenagos the Satyr God,
Demons of Theros, 1 82, Champions, 56 Ordeals, 1 1 4 Underwater adventures, 25
219 Klothys, 58 Oread, 237 1 79
Despair Lands, 1 00 Adventures, 1 4 4 Oraniad Mountains, 104 Underworld, The, 1 06
Destiny, 6, 58 Champions, 6 0 Oreskos, 96 Adventures, 1 80
Divination, 1 1 1 , 1 4 2 Kraken, 2 0 5 Oxus, 92 Denizens, 1 8 2
Doomwake giant, 2 2 4 Nadir, 2 0 5 Path o f Phenax, 75, 1 82 Unicorn, 207
Dragon, 35, 7 1 , 99, 104, Krimnos, 92 Phaela 92 Wall of water (spell), 2 7
205 Kruphix, 61 Pharagax Bridge, 88 Winter's Heart, 104
Eidolons, 1 82 , 222 Adventures, 1 48 Pharika, 70 Woe strider, 59, 24 7
Emissaries, 1 1 4, 1 56 Champions, 62 Adventures, 160
Empty Eye, 104 Lagonna Grounds, 92 Champions, 72
Ephara, 40 Lamia, 206 Phenax, 7 3
Adventures, 1 20 Lampad, 234 Adventures, 1 6 4
Champions, 4 2 Languages, 9 Champions, 7 4
Erebos, 43 Lathos, 1 07, 1 82 Phoenix Stairs, 104
Adventures, 1 2 4 Leina Tower, 93 Pheres Lands, 88
Champions, 44 Lektoi, 86 Philosophy, 89
Fate, 6 Leonin, 20, 96, 232 Phoberos, 98
Flarnespeaker, 86, 104 Listes, 92 Outposts, 88
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I N DEX