Lost Laboratory of Kwalish
Lost Laboratory of Kwalish
Lost Laboratory of Kwalish
OF KWALISH
™
The legendary inventor Kwalish disappeared eons ago… as it turns out, finding a crashed
planar ship and studying its technology to fuel his own experiments. Only now, Kwalish’s
lost research is desperately needed! Will you dare an alternate expedition into the
Barrier Peaks to find him?
s a special offering in support of Extra Life A Note from the D&D Team
2018, we’re pleased to present the following In 2017, the D&D team added several projects to the DMs
adventure scenario, built around a new Guild in support of Extra Life (including One Grung Above,
expedition to the legendary Barrier Peaks. The Lost Kenku, and The Tortle Package). The funds raised
This adventure is suitable for characters of 5th from the sale of these packages went to this extremely
to 10th level. worthy cause—and for 2018, you’ll find even more projects
made available on the DMs Guild throughout the year.
Credits
Lead Designer: Bart Carroll Editing, Development, and Layout: Scott Fitzgerald Gray
Additional Design: Robert Adducci, Bill Benham, M.T. Black, Art Director: Kate Irwin
Jeremy Crawford, Will Doyle, James Introcaso, Ari Levitch, Graphic Designer: Emi Tanji
Greg Marks, Shawn Merwin, Cindi Moore, Laurence Withey Cover Illustrator: Shawn Wood
Additional Rumors: David Adams, Vladimir Barash, Rose Interior Illustrators: Mike Burns, Quinn Carroll, Dustin Fletcher,
Bell, Ethan Best, Steve Bissonnette, Wolf Bloodmoon, Devan Henderson, Aaron Hübrick, Maxx Marshall, Shauna
Kevin Boardman, Trevor Boe, Nolan Bond, Aidan Brenner- Narciso, David Rapoza, Stan!, Emi Tanji, Jason Thompson,
Slagle, Bodhi Brooke-White, Mary Burgess, Matt J Carlson, Cory Trego-Erdner, Matt Warren, Mark Winters, Shawn Wood
Casandra Carter, Liam Cherry-Holt, Dave Chua, Diana Clark, Cartographer: Claudio Pozas
Caleb Cole, Andrew Cousins, Jonathon Crawford, Joshua Other D&D Team Members: David Gershman, Pelham Greene,
Cuthbertson, Rae Cwach, Bryan Davidson-Tirca, Dominic Adam Lee, Chris Lindsay, Shelly Mazzanoble, Mike Mearls,
Davies, Marcello De Velazquez, Matthew Disedare, Fiona Shauna Narciso, Christopher Perkins, Ben Petrisor, Hilary
Elliott, Steve Elliott, Sam English, John Evans, Ryan Fletcher, Ross, Liz Schuh, Nathan Stewart, Emi Tanji, Greg Tito, Dan
Sam Fortier, Adrian Francisco, Nick Gill, Christian Gilliam, Tovar, Anna Vo, Kate Welch, Richard Whitters, Trish Yochum
Marcus Good, Daniel Harmon, Michael Hoffmann, Zasheir Playtesters: Christine Abram, C.J. Alger, Russell Alleen-Willems,
Jassan, Rod Johnson, Conor Kelleher, Bryon Kershaw, Kyle Andrew, Frank Bailey, Mike Balles, Michael Born, Derek
Douglas Kilpatrick, Leonard LaBine, Dan Layman-Kennedy, Cash, Mick Chambers, Diego Correal, Hunter Craig, Izzy
Gaetano LeFavi, Michael Letterle, Joshua, Leonhardt, Ryan Curran, Sam Delaney, Matt Dewar, Matthew Dillon-Mayne,
Mahan, Sergio Martinez, Daniel McKay, Jacob McCray, Scott Dolbee, James East, The Erisian Defense Force, Oscar
Devon McEwen, Brian McLachlan, Sean Meaney, Chloe Fong, Jesse Fox, Scott Gibeault, Charles Goren, Annette
Montgomery, Charles Morris, Daniel Oliveira, Eric Peterson, Graham, Joe Graham, Peter Grieshaber, Tommy Grissom,
Mike Plautz, Adam Powell, Richard Powell, Alan Provance, Jeremie Harnois, Travis Hayes, Lynn Hogan, Doug Hopkins,
Michael Richards, Justin Ross, Joseph Rounsavell, Brian Jeffrey Kamberger, Kristine Krozow Richter, Eric LaPlatney, Rick
Rubinfeld, Ian Rugg, Joe Ryan, John Saffran, Corey Shaw, Laprade, Shiaw-Ling Lia, James McKiernan, Cody McLean,
Reggie Sloan, Demon Spawner, Spencer, Raul Stainzel, Jarret Mcphee, Gil Nerio, Chris Neveu, Jay Neveu, Mario
Jasmine Stairs, Jason Stone, Nick Symosky, Zach Tate, Ortegón, Steve Paiano, Drew Peacock, Bryce, Polkinghorn,
Benjamin Tozer, Corey Turner, Jordan Valentine, Jonah Van Melanie Polkinghorn, Michael Polkinghorn, Owen
Campen, Cameron Vollrath, Charles Wain, Taylor Walker, Polkinghorn, Yania Portillo, Diego Salmón, Claudia Sánchez,
Geoff Washam, Omer Watkins III, David Wheeler, Jacob Kevin Scully, Simon Sharber, Ted Simon, Benjamin Szymanski,
Wilkinson, Chuck Wilson, Evan Wolfe, Greg Wright, Raymond Jay Tatum, David Tompkins, Nick Tourville, Emily Walter,
Wynne, Douglas Young, Adrian Zaslona David West, Melissa Wiener, Paige Willis, Steven Wonser
The Cartophile
of the Barrier Peaks inhabited by “people of glass.” iron coffin mounted atop animated golem legs (an early
The gnome has long sought to learn the truth of the Kwalish design), forced to atone for his evil deeds by
expedition’s demise. working for the Cartophile.
Gearbox
LN monodrone
Garret
Levistusson A simple and kindly monodrone modron, Gearbox
has been sent as an agent of Mechanus to investigate
Kwalish’s works and experiments.
Its mechanical body has been
programmed with several unique
utility powers (see below) that make
the modron a perfect cartographer’s
assistant. If both Garret and Gearbox
join the expedition, Gearbox
assists the tiefling with his
work, even as Garret delights
in referring to the modron as
“Doohickey”, “Contraption”,
“Thingamabob”, and so on.
Gearbox
STAN!
Mary Greymalkin
N female eladrin warlock
Mary claims to be part of a legendary lineage as
granddaughter of the vampire Drelzna—herself a
descendant of Iggwilv and Baba Yaga. Her warlock pact
has been made with those ancestors’ spirits, but she
manages her relationship with them carefully, lest she
fall too far under their dark influence.
She also claims past tutelage by Thingizzard, a witch
dwelling in the fens near White Plume Mountain. In
addition to her work for the Cartophile, Mary is eager to
accompany the expedition so that she might search the
Barrier Peaks for rare ingredients for her potions.
Mary strikes an eerie, witch-like figure, surrounded
always by swirling magical-mechanical trinkets of
her own devising. She is often seen shuffling a deck
of several things, and will try to quietly tempt party
members to draw a card. (See appendix D for more
information on the deck, and its distinct connections
to the adventure.) Mary is always accompanied by her Mary Greymalkin
familiar, a glowing-eyed cat. See appendix C for Mary’s
stat block.
Value to the Party. Mary’s expertise as a diviner can
grant advantage on any characters’ checks to determine Alternative Entry. If Mary does not start the
correct passage through the caverns leading to the expedition with the party, she might instead be found in
monastery. Her magical knowledge also provides the company of the enhanced sphinx (area C2), where
advantage on interactions with the enhanced sphinx she offers to guide the characters to the monastery’s
guarding the monastery entrance (see area C2) and on Grand Master. If she does start with the party, she
any negotiations for ferry passage with the merrenoloth might choose to remain with the enhanced sphinx,
(area C3). discoursing the secrets of the multiverse with her.
Secret Agendas. Mary’s biggest secret is that she
is actually her cat familiar, polymorphed from human Rumors and Legends
form, and using magic to create and direct the human Countless legends have arisen regarding the mysterious
simulacrum of “Mary” as a helpful decoy. (Readers Barrier Peaks, and those tales circulate constantly
of Dragon+ might alternatively make Mary one of the among adventurers, explorers, and bards. Rumors
intelligent cats of Adam Lee’s “Herding Tahra’s Cats” specific to Kwalish and his lost expedition are more
in issue 12). But of more potential peril to the party is difficult to come by. But for each day spent talking to
Mary’s long-term relationship with Ctenmiir, whom knowledgeable travelers, a character can attempt a DC
she first met when he would fly out of White Plume 12 Charisma (Persuasion) check. If the check succeeds,
Mountain at night to meet with her near Thingizzard’s roll percentile dice and consult the table below to
hut. Her goals are to keep the knowledge of her true determine what the character learns. False rumors are
MAXX MARSHALL
49–50
finger across it
A schematic that shows the inner workings of an
Part 2: Monastery of
impossibly complex device the Distressed Body
51–52 An odd pair of comfortable shoes made from The known route of Kwalish’s original expedition ends
supple, multicolored material at the series of tunnels leading into the Barrier Peaks,
53–54 A mirror that makes you appear more beautiful with no sense of how that long-lost company proceeded.
when you tap your reflection However, recent carvings have been etched into these
55–56 A mechanical metal puppy that playfully follows you tunnels in thieves’ cant and Infernal, marking the route
around when activated to the monastery for new recruits. The markings can be
57–58 A talking bracelet that speaks only to correct your spotted with a successful DC 12 Wisdom (Perception)
check, and list the names of individual outlaws that have
grammar
passed through. They also make reference to something
59–60 A bar of soap that can remove any stain
called “the Monastery of the Distressed Body” and its
61–62 A journal in Common, written by someone in a “Grand Master,” who supposedly offers shelter and
world similar to but not quite the same as your own protection to all those who submit to their authority.
63–64 A tub containing one serving of disgusting but Additional symbols also mark out the correct route
nutritious goop that refills itself slowly over the through the labyrinthine tunnels to area C1. If those
course of one week markings are deciphered with a successful DC 12
Intelligence (Investigation) check, the characters can
traverse the tunnels in a few hours. Otherwise, it takes
M2. Monastery Grounds The Grand Master. As the characters draw closer to
At the surface level of the floating rock island, the the Grand Master, anyone can see that the devil’s horrid
monastery is laid out as a large campus composed of leather cloak is crafted from the faces of flayed monks
sharp-angled buildings. These jut out of the ground and prisoners, the flesh cured to leather and roughly
like massive metallic crystals, with scraggly gardens stitched together. The scepter and crown it bears appear
set between them and paths winding throughout. Five almost mechanical in nature, and are crafted from
monks led by an elder can be found here, silently going repurposed magical-mechanical parts from the planar
about the business of gardening, observing prayers, craft. Large rings seemingly crafted in the same way
scrubbing flagstones, and other mundane activities. encircle the devil’s arms and tail.
Dark Tidings. With a successful DC 12 Intelligence If a monk escorted the characters here, the Grand
(Investigation) or Wisdom (Perception) check made to Master makes an example of that servitor for allowing
quietly search or inspect the area, a character learns weapons to be brought into its holy presence.
a number of things regarding the monastery’s darker Otherwise, the Grand Master is making an example of
nature. Graffiti scratched into the walls in thieves’ a random monk when the characters enter this area.
cant and Infernal reveals dire sentiments regarding
hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing you can create escape scenarios for them of your
damage. If East Wind rolls a 20 on the attack roll, the own devising.
Brains in Jars
Brain (Name) Disks Knowledge Area of Control Ability Check to Deal With
1 (Alton) 3 and 9 The true, evil nature of the monks Dormitories; can lock and Charisma (Persuasion); the brain is
and the Grand Master; the story unlock the doors there eager to please
of how the Grand Master first
came to power
2 (Broderick) 2 and 7 The story of Kwalish’s escape Engine room; can overcharge Charisma (Intimidation); the brain
from the monastery; the existence the engines over a period of responds to shows of authority
of a second lab 1 hour to cause an explosion
and crash the monastery
3 (Corliss) 4 and 5 How the treasury is protected by Control room; can activate Charisma (Deception); the brain is
an antimagic field a force field to seal off that openly antagonistic but easy to fool
area from the rest of the
monastery
4 (Dunstan) 8 and 10 The true nature of the monastery Central abbey; can activate/ Intelligence (Arcana); the brain
as a crashed planar craft deactivate the Grand seeks knowledgeable discussion of
Master’s teleportation field magical matters
bracelets
5 (Editha) 1 and 6 The existence of a map to Prison and leather works; can Charisma (Performance); the brain
Kwalish’s second lab, and its lock and unlock the doors demands entertainment to alleviate
location in the treasury there its tedium
5 2 1 3 3 5 2 4 1 4
EMI TANJI
Apparatus of Kwalish
AARON HÜBRICH
Adventure think about how it’s possible for Kwalish to be found alive
and well in his lab. If the gnome is found trapped inside
Depending on your specific adventure hook and the powered armor in stasis or scattered throughout his
how this adventure fits into your overall campaign, laboratory, the answer is easy. You might also consider
completing the adventure might have multiple that Kwalish’s research into the planar craft’s magical
technology, astral cords, and similar topics might have
ramifications.
allowed him to prolong his life indefinitely by magical
means. Alternatively, given the inventor’s ability to craft
Loose Ends lifelike constructs, this version of Kwalish might not be the
If Kwalish’s knowledge was needed to oppose threats in original gnome at all.
other lands, those threats might have been permanently
quelled—or they might only have been temporarily
Wilderness Encounters
Reaching the foothills of the Barrier Peaks takes
the characters through a broad range of wild lands—
including woods infused with the power of the Feywild.
Wilderness Encounters
d10 Encounter
1 A pack of sprites pester the party, playing tricks and
attempting to steal small items until the characters
leave their territory. If they are treated with
deference, the sprites might help the characters find
the correct path and hurry them along. If assaulted
in any way, fifteen sprites riding stirges attack. (The
sprites’ invisibility extends to the stirges as well
while they are mounted.)
2 The path leads into a lonely grove that serves as
the grave of a former dryad queen. If appropriate
respects are paid, the characters have a 50 percent
chance to receive a supernatural gift (see chapter
7 of the Dungeon Master’s Guide)—a charm that
allows a character to cast the Galder’s tower spell
(see appendix E) once as an action.
3 A treant and a stone golem were magically locked
together during an ancient battle. Over the centuries
since, fey gardeners have turned the two into a
temple. Characters who explore the temple might
inadvertently help the treant or the golem finally
overcome its foe.
4 A leprechaun (use quickling statistics from Volo’s
Guide to Monsters) crosses the characters’ path. If
successfully caught without being killed, the creature
negotiates its release with the location of its hidden
treasure: 1,000 gp in brightly polished coins.
5 Gathering firewood results in a visit from an angered
undead treant. (Use normal statistics, but the
creature has the undead type and cannot use its
Animate Trees feature). The treant collects all such
fallen branches to take to a hidden graveyard of
treant remains, and it angrily attacks any characters
MARK WINTERS
Actions
Bandit Captain Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 9 (1d12 + 3) slashing damage.
Medium humanoid (any race), any non-lawful alignment
Clockwork Kraken
Large construct, unaligned
Armor Class 12 (leather armor) Armor Class 12 (15 with mage armor)
Hit Points 9 (2d8) Hit Points 66 (12d8 + 12)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 10 (+0) 10 (+0) 11 (+0) 10 (+0) 9 (–1) 14 (+2) 12 (+1) 17 (+3) 12 (+1) 11 (+0)
Actions
Multiattack. The fanatic makes two melee attacks.
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach
5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 2)
piercing damage.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
23 (+6) 13 (+1) 20 (+5) 2 (−4) 12 (+1) 5 (−3) 20 (+5) 14 (+2) 20 (+5) 11 (+0) 12 (+1) 11 (+0)
Saving Throws Con +9, Wis +5 Damage Resistances bludgeoning, piercing, and slashing
Skills Perception +9, Stealth +5 from nonmagical attacks
Damage Resistances fire, lightning Damage Immunities poison
Senses darkvision 60 ft., passive Perception 19 Condition Immunities exhaustion, paralyzed,
Languages — poisoned, petrified
Challenge 10 (5,900 XP) Senses darkvision 60 ft., tremorsense 60 ft.,
passive Perception 11
Languages Terran
Amphibious. The froghemoth can breathe air and water. Challenge 6 (2,300 XP)
Shock Susceptibility. If the froghemoth takes lightning
damage, it suffers several effects until the end of its next False Appearance. While the galeb duhr remains motionless,
turn: its speed is halved, it takes a −2 penalty to AC and it is indistinguishable from a normal boulder.
Dexterity saving throws, it can’t use reactions or Multiattack,
and on its turn, it can use either an action or a bonus Rolling Charge. If the galeb duhr rolls at least 20 feet straight
action, not both. toward a target and then hits it with a slam attack on the
same turn, the target takes an extra 7 (2d6) bludgeoning
damage. If the target is a creature, it must succeed on a DC
Actions 16 Strength saving throw or be knocked prone.
Multiattack. The froghemoth makes two attacks with its
tentacles. It can also use its tongue or bite. Actions
Tentacle. Melee Weapon Attack: +10 to hit, reach 20 ft., Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
one target. Hit: 19 (3d8 + 6) bludgeoning damage, and the Hit: 12 (2d6 + 5) bludgeoning damage.
target is grappled (escape DC 16) if it is a Huge or smaller Animate Boulders (1/Day). The galeb duhr magically
creature. Until the grapple ends, the froghemoth can’t use animates up to two boulders it can see within 60 feet of it.
this tentacle on another target. The froghemoth has four A boulder has statistics like those of a galeb duhr, except it
tentacles. has Intelligence 1 and Charisma 1, it can’t be charmed or
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one frightened, and it lacks this action option. A boulder remains
target. Hit: 22 (3d10 + 6) piercing damage, and the target is animated as long as the galeb duhr maintains concentration,
swallowed if it is a Medium or smaller creature. A swallowed up to 1 minute (as if concentrating on a spell).
creature is blinded and restrained, has total cover against
attacks and other effects outside the froghemoth, and
takes 10 (3d6) acid damage at the start of each of the
froghemoth’s turns.
The froghemoth’s gullet can hold up to two creatures at a
time. If the froghemoth takes 20 damage or more on a single
turn from a creature inside it, the froghemoth must succeed
on a DC 20 Constitution saving throw at the end of that
turn or regurgitate all swallowed creatures, each of which
falls prone in a space within 10 feet of the froghemoth. If
the froghemoth dies, a swallowed creature is no longer
restrained by it and can escape from the corpse using 10 feet
of movement, exiting prone.
Tongue. The froghemoth targets one Medium or smaller
creature that it can see within 20 feet of it. The target must
make a DC 18 Strength saving throw. On a failed save, the
target is pulled into an unoccupied space within 5 feet of
the froghemoth, and the froghemoth can make a bite attack
against it as a bonus action.
Froghemoth
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 12 (+1) 11 (+0) 12 (+1) 17 (+3) 14 (+2) 3 (−4) 20 (+5) 1 (−5) 6 (−2) 1 (−5)
Saving Throws Dex +4, Cha +5 Condition Immunities blinded, charmed, deafened,
Skills Deception +7, Investigation +4, Performance +5, exhaustion, frightened, prone
Persuasion +5 Senses blindsight 60 ft. (blind beyond this radius),
Damage Resistances cold, fire passive Perception 8
Senses darkvision 60 ft., passive Perception 11 Languages —
Languages Abyssal, Common, Infernal, thieves’ cant Challenge 2 (450 XP)
Challenge 2 (450 XP)
Ooze Cube. The cube takes up its entire space. Other
Special Equipment. Garret wears a ring of warmth (included creatures can enter the space, but a creature that does so is
in his statistics) and wields a gambler’s blade longsword (see subjected to the cube’s Engulf and has disadvantage on the
appendix D). saving throw.
Creatures inside the cube can be seen but have total cover.
Bardic Inspiration (3/day). As a bonus action, Garret can
A creature within 5 feet of the cube can take an action to
give one chosen creature (other than him) a d6 inspiration
pull a creature or object out of the cube. Doing so requires
die. The chosen creature must be within 60 feet of Garret
a successful DC 12 Strength check, and the creature making
and able to hear him. Once within the next 10 minutes,
the attempt takes 10 (3d6) acid damage.
the creature can roll the die and add the number rolled to
The cube can hold only one Large creature or up to four
one ability check, attack roll, or saving throw it makes. The
Medium or smaller creatures inside it at a time.
creature can use the inspiration die after the roll is made but
before the DM says whether it succeeds or fails. Once the Transparent. Even when the cube is in plain sight, it takes
inspiration die is rolled, it is lost. A creature can have only a successful DC 15 Wisdom (Perception) check to spot a
one inspiration die at a time. cube that has neither moved nor attacked. A creature that
tries to enter the cube’s space while unaware of the cube is
Cunning Action. On each of his turns, Garret can use a
surprised by the cube.
bonus action to take the Dash, Disengage, or Hide action.
Sneak Attack (1/Turn). Garret deals an extra 7 (2d6) Actions
damage when he hits a target with a weapon attack and has Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one
advantage on the attack roll, or when the target is within 5 creature. Hit: 10 (3d6) acid damage.
feet of an ally of Garret that isn’t incapacitated and Garret
doesn’t have disadvantage on the attack roll. Engulf. The cube moves up to its speed. While doing so, it
can enter Large or smaller creatures’ spaces. Whenever the
Spellcasting. Garret is a 2nd-level spellcaster. His cube enters a creature’s space, the creature must make a DC
spellcasting ability is Charisma (spell save DC 13, +5 12 Dexterity saving throw.
to hit with spell attacks). He has the following bard On a successful save, the creature can choose to be
spells prepared: pushed 5 feet back or to the side of the cube. A creature that
chooses not to be pushed suffers the consequences of a
Cantrips (at will): blade ward, vicious mockery
1st level (3 slots): charm person, detect magic, disguise self, failed saving throw.
identify, Tasha’s hideous laughter On a failed save, the cube enters the creature’s space, and
the creature takes 10 (3d6) acid damage and is engulfed. The
Actions engulfed creature can’t breathe, is restrained, and takes 21
(6d6) acid damage at the start of each of the cube’s turns.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
When the cube moves, the engulfed creature moves with it.
target. Hit: 5 (1d6 + 2) piercing damage.
An engulfed creature can try to escape by taking an action
to make a DC 12 Strength check. On a success, the creature
escapes and enters a space of its choice within 5 feet
of the cube.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 8 (−1) 16 (+3) 3 (−4) 10 (+0) 6 (−2) 18 (+4) 15 (+2) 16 (+3) 18 (+4) 18 (+4) 18 (+4)
Condition Immunities prone Skills Arcana +12, History +12, Perception +8, Religion +8
Senses darkvision 60 ft., passive Perception 10 Damage Resistances bludgeoning, piercing, and slashing
Languages — from nonmagical attacks
Challenge 2 (450 XP) Damage Immunities psychic
Condition Immunities charmed, frightened
Senses truesight 120 ft., passive Perception 18
Aberrant Ground. The ground in a 10-foot radius around Languages Common, Sphinx
the mouther is doughlike difficult terrain. Each creature that Challenge 11 (7,200 XP)
starts its turn in that area must succeed on a DC 10 Strength
saving throw or have its speed reduced to 0 until the start of
its next turn. Inscrutable. The sphinx is immune to any effect that would
sense its emotions or read its thoughts, as well as any
Gibbering. The mouther babbles incoherently while it can divination spell that it refuses. Wisdom (Insight) checks
see any creature and isn’t incapacitated. Each creature that made to ascertain the sphinx’s intentions or sincerity have
starts its turn within 20 feet of the mouther and can hear the disadvantage.
gibbering must succeed on a DC 10 Wisdom saving throw.
On a failure, the creature can’t take reactions until the start Magic Weapons. The sphinx’s weapon attacks are magical.
of its next turn and rolls a d8 to determine what it does Spellcasting. The sphinx is a 9th-level spellcaster. Its
during its turn. On a 1 to 4, the creature does nothing. On spellcasting ability is Intelligence (spell save DC 16, +8 to
a 5 or 6, the creature takes no action or bonus action and hit with spell attacks). It requires no material components
uses all its movement to move in a randomly determined to cast its spells. The sphinx has the following wizard
direction. On a 7 or 8, the creature makes a melee attack spells prepared:
against a randomly determined creature within its reach or
does nothing if it can’t make such an attack. Cantrips (at will): mage hand, minor illusion, prestidigitation
1st level (4 slots): detect magic, identify, shield
Actions 2nd level (3 slots): darkness, locate object, suggestion
3rd level (3 slots): dispel magic, remove curse, tongues
Multiattack. The gibbering mouther makes one bite attack
4th level (3 slots): banishment, greater invisibility
and, if it can, uses its Blinding Spittle.
5th level (1 slot): legend lore
Bites. Melee Weapon Attack: +2 to hit, reach 5 ft., one
creature. Hit: 17 (5d6) piercing damage. If the target is Actions
Medium or smaller, it must succeed on a DC 10 Strength Multiattack. The sphinx makes two claw attacks.
saving throw or be knocked prone. If the target is killed by
this damage, it is absorbed into the mouther. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 13 (2d8 + 4) slashing damage.
Blinding Spittle (Recharge 5–6). The mouther spits a
chemical glob at a point it can see within 15 feet of it. The Legendary Actions
glob explodes in a blinding flash of light on impact. Each The sphinx can take 3 legendary actions, choosing from
creature within 5 feet of the flash must succeed on a DC the options below. Only one legendary action option can
13 Dexterity saving throw or be blinded until the end of the be used at a time and only at the end of another creature’s
mouther’s next turn. turn. The sphinx regains spent legendary actions at the start
of its turn.
Claw Attack. The sphinx makes one claw attack.
Teleport (Costs 2 Actions). The sphinx magically teleports,
along with any equipment it is wearing or carrying, up to
120 feet to an unoccupied space it can see.
Cast a Spell (Costs 3 Actions). The sphinx casts a spell from
its list of prepared spells, using a spell slot as normal.
Armor Class 16
Special Equipment. Mary wears bracers of defense and a
Hit Points 60 (11d8 + 11)
ring of protection, and carries a deck of several things (see
Speed 40 ft.
appendix D).
STR DEX CON INT WIS CHA Fey Presence (Recharges after a Short Rest). Mary can cause
11 (+0) 17 (+3) 13 (+1) 11 (+0) 16 (+3) 10 (+0) each creature within 10 feet of her to succeed on a DC 12
Wisdom saving throw or become charmed or frightened by
Skills Acrobatics +5, Insight +5, Stealth +5 her (Mary’s choice) until the end of her next turn.
Senses passive Perception 13
Languages any one language (usually Common) Fey Ancestry. Mary has advantage on saving throws against
Challenge 3 (700 XP) being charmed, and magic can’t put her to sleep.
Spellcasting. Mary is a 5th-level spellcaster. Her spellcasting
Unarmored Defense. While the adept is wearing no armor ability is Charisma (spell save DC 12, +4 to hit with spell
and wielding no shield, its AC includes its Wisdom modifier. attacks). She regains her expended spell slots when she
finishes a short or long rest. She knows the following
Actions warlock spells:
Multiattack. The adept makes three unarmed strikes or Cantrips: chill touch, eldritch blast, mage hand
three dart attacks. 1st–3rd level (2 3rd-level slots): darkness, hex, hypnotic
pattern, misty step, phantasmal force, unseen servant
Unarmed Strike. Melee Weapon Attack: +5 to hit, reach
5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. If
Actions
the target is a creature, the adept can choose one of the
following additional effects: Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one
target. Hit: 3 (1d6) bludgeoning damage.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 16 (+3) 12 (+1) 13 (+1) 15 (+2) 8 (−1) 17 (+3) 10 (+0) 17 (+3) 14 (+2) 11 (+0)
Skills Deception +5, Insight +4, Perception +4, Stealth +5 Saving Throws Dex +5, Int +5
Senses darkvision 60 ft., passive Perception 14 Skills History +5, Nature +5, Perception +4, Survival +4
Languages Common Damage Resistances cold, fire, lightning; bludgeoning,
Challenge 6 (2,300 XP) piercing, and slashing from nonmagical attacks
Damage Immunities acid, poison
Condition Immunities poisoned
Petrifying Gaze. When a creature that can see the medusa’s Senses blindsight 60 ft., darkvision 60 ft., passive
eyes starts its turn within 30 feet of the medusa, the medusa Perception 14
can force it to make a DC 14 Constitution saving throw if Languages Abyssal, Infernal, telepathy 60 ft.
the medusa isn’t incapacitated and can see the creature. If Challenge 3 (700 XP)
the saving throw fails by 5 or more, the creature is instantly
petrified. Otherwise, a creature that fails the save begins to
turn to stone and is restrained. The restrained creature must Innate Spellcasting. The merrenoloth’s innate spellcasting
repeat the saving throw at the end of its next turn, becoming ability is Intelligence (spell save DC 13). It can innately cast
petrified on a failure or ending the effect on a success. The the following spells, requiring no material components:
petrification lasts until the creature is freed by the greater At will: charm person, darkness, detect magic, dispel magic,
restoration spell or other magic. gust of wind
Unless surprised, a creature can avert its eyes to avoid the 3/day: control water
saving throw at the start of its turn. If the creature does so, it 1/day: control weather
can’t see the medusa until the start of its next turn, when it
Magic Resistance. The merrenoloth has advantage on saving
can avert its eyes again. If the creature looks at the medusa
throws against spells and other magical effects.
in the meantime, it must immediately make the save.
If the medusa sees itself reflected on a polished surface Magic Weapons. The merrenoloth’s weapon attacks
within 30 feet of it and in an area of bright light, the medusa are magical.
is, due to its curse, affected by its own gaze.
Teleport. As a bonus action, the merrenoloth magically
Actions teleports, along with any equipment it is wearing or carrying,
up to 60 feet to an unoccupied space it can see.
Multiattack. The medusa makes either three melee
attacks—one with its snake hair and two with its Actions
shortsword—or two ranged attacks with its longbow.
Multiattack. The merrenoloth uses Fear Gaze once and
Snake Hair. Melee Weapon Attack: +5 to hit, reach 5 ft., one makes one oar attack.
creature. Hit: 4 (1d4 + 2) piercing damage plus 14 (4d6)
poison damage. Oar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 8 (2d4 + 3) slashing damage.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) piercing damage. Fear Gaze. The merrenoloth targets one creature it can
see within 60 feet of it. The target must succeed on a DC
Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 13 Wisdom saving throw or become frightened of the
ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 7 (2d6) merrenoloth for 1 minute. The frightened target can repeat
poison damage. the saving throw at the end of each of its turns, ending the
effect on itself on a success.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 13 (+1) 12 (+1) 4 (−3) 10 (+0) 5 (−3) 11 (+0) 12 (+1) 12 (+1) 19 (+4) 17 (+3) 17 (+3)
Senses truesight 120 ft., passive Perception 10 Saving Throws Int +7, Wis +6, Cha +6
Languages Modron Skills Arcana +7, Deception +6, Insight +6, Perception +6,
Challenge 1/8 (25 XP) Persuasion +6, Stealth +4
Senses darkvision 120 ft., passive Perception 16
Languages Deep Speech, Undercommon, telepathy 120 ft.
Axiomatic Mind. The monodrone can’t be compelled to act Challenge 8 (3,900 XP)
in a manner contrary to its nature or its instructions.
Disintegration. If the monodrone dies, its body disintegrates Magic Resistance. The mind flayer has advantage on saving
into dust, leaving behind its weapons and anything else it throws against spells and other magical effects.
was carrying.
Spellcasting. The mind flayer is a 10th-level spellcaster. Its
Actions spellcasting ability is Intelligence (spell save DC 15, +7 to hit
Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one with spell attacks). The mind flayer has the following wizard
target. Hit: 3 (1d4 + 1) piercing damage. spells prepared:
Javelin. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. Cantrips (at will): blade ward, dancing lights, mage hand,
shocking grasp
or range 30/120 ft., one target. Hit: 3 (1d6) piercing damage.
1st level (4 slots): detect magic, disguise self, shield, sleep
2nd level (3 slots): blur, invisibility, ray of enfeeblement
3rd level (3 slots): clairvoyance, lightning bolt, sending
4th level (3 slots): confusion, hallucinatory terrain
5th level (2 slots): telekinesis, wall of force
Innate Spellcasting (Psionics). The mind flayer’s innate
spellcasting ability is Intelligence (spell save DC 15). It can
innately cast the following spells, requiring no components:
At will: detect thoughts, levitate
1/day each: dominate monster, plane shift (self only)
Actions
Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft., one
creature. Hit: 15 (2d10 + 4) psychic damage. If the target is
Gearbox the Medium or smaller, it is grappled (escape DC 15) and must
Monodrone succeed on a DC 15 Intelligence saving throw or be stunned
until this grapple ends.
Extract Brain. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one incapacitated humanoid grappled by the mind flayer.
Hit: 55 (10d10) piercing damage. If this damage reduces
the target to 0 hit points, the mind flayer kills the target by
extracting and devouring its brain.
Mind Blast (Recharge 5–6). The mind flayer magically emits
psychic energy in a 60-foot cone. Each creature in that area
must succeed on a DC 15 Intelligence saving throw or take
22 (4d8 + 4) psychic damage and be stunned for 1 minute. A
creature can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success.
MATT WARREN
Actions
Multiattack. The ooze folk makes one glass longsword Quickling
attack and one pseudopod attack. Tiny fey, chaotic evil
Armor Class 13 Blurred Movement. Attack rolls against the quickling have
Hit Points 7 (3d4) disadvantage unless the quickling is incapacitated or
Speed 40 ft. restrained.
Evasion. If the quickling is subjected to an effect that allows
STR DEX CON INT WIS CHA
5 (−3) 17 (+3) 10 (+0) 7 (−2) 10 (+0) 10 (+0) it to make a Dexterity saving throw to take only half damage,
it instead takes no damage if it succeeds on the saving
Skills Stealth +5 throw, and only half damage if it fails.
Damage Resistances cold, fire, lightning; bludgeoning,
piercing, and slashing from nonmagical attacks
Actions
Damage Immunities poison Multiattack. The quickling makes three dagger attacks.
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 10 Dagger. Melee or Ranged Weapon Attack: +8 to hit,
Languages Abyssal, Common reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d4 + 6)
Challenge 1 (200 XP) piercing damage.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 15 (+2) 6 (−2) 8 (−1) 5 (−3) 5 (−3) 11 (+0) 10 (+0) 11 (+0) 10 (+0) 12 (+1)
Actions
Longsword. Melee Weapon Attack: +2 to hit, reach 5 ft., one
target. Hit: 1 slashing damage.
Shortbow. Ranged Weapon Attack: +6 to hit, range 40/160
ft., one target. Hit: 1 piercing damage, and the target must
succeed on a DC 10 Constitution saving throw or become
poisoned for 1 minute. If its saving throw result is 5 or lower,
the poisoned target falls unconscious for the same duration,
or until it takes damage or another creature takes an action
to shake it awake. Skeleton
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
22 (+6) 9 (−1) 20 (+5) 3 (−4) 11 (+0) 1 (−5) 4 (−3) 16 (+3) 11 (+0) 2 (−4) 8 (−1) 6 (−2)
Damage Immunities poison, psychic; bludgeoning, piercing, Senses darkvision 60 ft., passive Perception 9
and slashing from nonmagical attacks not made with Languages —
adamantine weapons Challenge 1/8 (25 XP)
Condition Immunities charmed, exhaustion, frightened,
paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 10 Actions
Languages understands the languages of its creator but Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one
can’t speak creature. Hit: 5 (1d4 + 3) piercing damage, and the stirge
Challenge 10 (5,900 XP)
attaches to the target. While attached, the stirge doesn’t
attack. Instead, at the start of each of the stirge’s turns, the
Immutable Form. The golem is immune to any spell or effect target loses 5 (1d4 + 3) hit points due to blood loss.
that would alter its form. The stirge can detach itself by spending 5 feet of its
movement. It does so after it drains 10 hit points of blood
Magic Resistance. The golem has advantage on saving from the target or the target dies. A creature, including the
throws against spells and other magical effects. target, can use its action to detach the stirge.
Magic Weapons. The golem’s weapon attacks are magical.
Actions
Multiattack. The golem makes two slam attacks. Swarm of Bats
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one Medium swarm of Tiny beasts, unaligned
target. Hit: 19 (3d8 + 6) bludgeoning damage.
Armor Class 12
Slow (Recharge 5–6). The golem targets one or more Hit Points 22 (5d8)
creatures it can see within 10 feet of it. Each target must Speed 0 ft., fly 30 ft.
make a DC 17 Wisdom saving throw against this magic.
On a failed save, a target can’t use reactions, its speed is STR DEX CON INT WIS CHA
halved, and it can’t make more than one attack on its turn. 5 (−3) 15 (+2) 10 (+0) 2 (−4) 12 (+1) 4 (−3)
In addition, the target can take either an action or a bonus
action on its turn, not both. These effects last for 1 minute. Damage Resistances bludgeoning, piercing, slashing
A target can repeat the saving throw at the end of each of its Condition Immunities charmed, frightened, grappled,
turns, ending the effect on itself on a success. paralyzed, petrified, prone, restrained, stunned
Senses blindsight 60 ft., passive Perception 11
Languages —
Challenge 1/4 (50 XP)
Actions
Bites. Melee Weapon Attack: +4 to hit, reach 0 ft., one
creature in the swarm’s space. Hit: 5 (2d4) piercing damage,
Stirge or 2 (1d4) piercing damage if the swarm has half of its hit
points or fewer.
Skills Intimidation +2
Senses passive Perception 10
Languages any one language (usually Common)
Challenge 1/2 (100 XP)
Umber Hulk
Large monstrosity, chaotic evil
Pack Tactics. The thug has advantage on an attack roll Armor Class 18 (natural armor)
against a creature if at least one of the thug’s allies is within Hit Points 93 (11d10 + 33)
5 feet of the creature and the ally isn’t incapacitated. Speed 30 ft., burrow 20 ft.
Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one Senses darkvision 120 ft., tremorsense 60 ft.,
creature. Hit: 5 (1d6 + 2) bludgeoning damage. passive Perception 10
Languages Umber Hulk
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range Challenge 5 (1,800 XP)
100/400 ft., one target. Hit: 5 (1d10) piercing damage.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 16 (+3) 11 (+0) 10 (+0) 12 (+1) 6 (−2) 16 (+3) 16 (+3) 12 (+1) 14 (+2) 15 (+2)
Saving Throws Dex +6, Wis +3 Damage Resistances acid, cold, fire, lightning, thunder;
Skills Perception +3, Stealth +6 bludgeoning, piercing, and slashing from nonmagical
Damage Resistances necrotic; bludgeoning, piercing, and attacks not made with silvered weapons
slashing from nonmagical attacks Damage Immunities necrotic, poison
Senses darkvision 60 ft., passive Perception 13 Condition Immunities charmed, exhaustion, grappled,
Languages the languages it knew in life paralyzed, petrified, poisoned, prone, restrained
Challenge 5 (1,800 XP) Senses darkvision 60 ft., passive Perception 12
Languages the languages it knew in life
Challenge 5 (1,800 XP)
Regeneration. The vampire regains 10 hit points at the start
of its turn if it has at least 1 hit point and isn’t in sunlight
or running water. If the vampire takes radiant damage or Incorporeal Movement. The wraith can move through other
damage from holy water, this trait doesn’t function at the creatures and objects as if they were difficult terrain. It takes
start of the vampire’s next turn. 5 (1d10) force damage if it ends its turn inside an object.
Spider Climb. The vampire can climb difficult surfaces, Sunlight Sensitivity. While in sunlight, the wraith has
including upside down on ceilings, without needing to make disadvantage on attack rolls, as well as on Wisdom
an ability check. (Perception) checks that rely on sight.
Actions
Multiattack. The xorn makes three claw attacks and one
bite attack.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) slashing damage.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 13 (3d6 + 3) piercing damage.
MIKE BURNS, CORY TREGO-ERDNER
Xorn