Mirrorlight Caverns: Special Thanks
Mirrorlight Caverns: Special Thanks
Mirrorlight Caverns: Special Thanks
CAVERNS
Monster Design:
Maps:
Charcte Art:
Monster Art:
Cover Art:
Layout:
Special thansk
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FUMBLING IN THE DARK “The crystals’ sharp sides are vaguely silver, allowing their
own light to pass through while reflecting others. When
Consider having characters whose eyes are closed when
looking into the pebbled surface of a cluster of them, it
near a crystal succeed on Dexterity or Intelligence
resembles peering into an infinite, broken mirror.”
ability checks to avoid stumbling over rocky debris or
opening their eyes early. Similarly, consider how these
crystals can force a party to move around a battlefield
or trap-laden hallway when creating a dungeon for them
in a mirrorlight cavern.
WILDERNESS EXPLORATION
Due to the disorienting effects of mirrorlight caves and the
magical crystals therein, even skilled survivalists can some-
times struggle to stay on course here. Navigation is necessar-
POTENTIAL CONFLICTS ily slow to avoid injury and minimize the chances of getting
lost. Consult the following table to determine how far the
The mirrorlight caves scattered throughout the world result party travels, how often you roll a d20 for random encounters
in a diverse population between them. The creatures and (with an encounter occurring on an 18 or higher), and other
factions that inhabit these caves are likely to have their own effects based on their travel pace. Hunting and foraging
goals and ambitions, which may create conflict with those types and volume are identical to the average underground
around them. Consider incorporating one or more of the fol- cave environment.
lowing conflicts into your world to raise the stakes and make
the setting more believable. M i r r o r l i g h t C a v e r n s T r a v e l P a ce
Pace Miles Encounter Other Effects
GEMSTONE CR AVINGS per day Rolls
After a settlement of duergar discovered a large cache of Fast 8 4 rolls per −5 penalty to passive
mirrorlight crystals, they began to use them to power strange day Wisdom (Perception)
devices and new tools of war. Their military expansion and scores, unable to forage
upsized mining operations are pushing straight into the ter- for supplies
ritory of geode wurms, removing the wurms’ primary food
source in the process. With their bolstered military strength, Normal 4 2 rolls per Normal navigation checks,
the duergar are able to continue their excavations despite the day able to forage for supplies
wurms’ retaliation. In turn, the wurms have now begun bur- Slow 2 1 roll per Advantage on navigation
rowing closer to the surface, causing earthquakes and attacks day and foraging checks, able
on surface settlements. The duergar see no reason to stop to travel stealthily
their excavation, as fewer geode wurms within their borders
is merely an added bonus to their already fruitful efforts.
NAVIGATION
THE THIEF’S THR ALLS The confusing tunnels of these caves are further exacerbated
by the many crystalline illusions and reflections. When a
Torrmoss, a renowned half-orc illusionist and enchanter,
character makes a Wisdom (Survival) check to navigate in
has fled into a mirrorlight grotto to avoid indictment for
the caves, consult the Mirrorlight Cavern Navigation DCs
their manipulative, magical thieving. Upon discovering the
table. On a failed check, they make no significant progress.
ambient properties, Torrmoss holed up in a ruin and began
If the check fails by 5 or more, they become lost and suffer a
building forces for retaliation. By using his mind-altering
setback determined by the Becoming Lost table.
spellcraft, the enchanter has enthralled various monstrous
denizens under his control, altering the ecosystem and mak-
M i r r o r l i g h t C a v e r n N a v i g a t i o n DC s
ing plans to occupy a peaceful nearby settlement to solidify
his grasp. DC Location
13 A non-specific, natural landmark such as an un-
PAVING THE WAY derground river or suitable camping spot
In the wake of recent growth, a deep gnome community has
18 An entrance or exit from the current underground
begun construction on a permanent roadway to the surface
network, or a particular unnatural landmark such
in hopes of increasing trade, even going so far as to invest in
as a settlement or ruin
anchored, continual flame torches along the path. They’ve run
into considerable opposition in this endeavor, as monsters 23 A lair, dungeon, or other landmark that is actively
and bandits waylay the builders and travelers. One goblin hidden from view by magic, mirrorlight crystals,
clan in particular sees this as a fantastic opportunity to form or its inhabitants
a larger coalition of goblin highwaymen, built on the backs
of the deep gnomes’ innovations.
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RUINS AND DUNGEONS CREATING & USING MIRRORLIGHT CRYSTALS
Mirrorlight caves and hollows are particularly appealing to Subterranean tunnels with an uncommonly strong con-
villains that specialize in illusory or enchantment magic, or nection to the Elemental Plane of Earth can sometimes
that want to be lost or forgotten by the world above. Such in- absorb residual magical energy from it, creating mirror-
dividuals typically take over an abandoned ruin or dungeon light crystals. Hyper-reflective, this substance can cause
for their own purposes, instead of carving out one of their light that passes through them to physically manifest.
own. Consider rolling twice on the table below to separately Such crystals are highly sought after for crafting bladed
determine the creator of the dungeon and who the current weapons, but miners that set out for a mirrorlight exca-
inhabitants are. vation rarely return. Additionally, 50 gp worth of the cu-
When designing a dungeon around mirrorlight, make sure rious gemstone, ground up properly, can take the place
your players are reminded of the alluring and bewitching of ruby dust to cast the continual flame spell, though the
effects of the space around them. Dungeons located here flame itself glows a stark white as a byproduct.
are ideal for exploring themes of timelessness, confusion,
manipulation, and ambiguity.
EXAMPLE TREASURE
Adventurers in and around a mirrorlight cave network can
be rewarded with crystal-based items like the chromatic
obsidian greataxe, circlet of the sharpened mind, firecracker crys-
tals, fragment of elder starlight, heavenly chalice, mastery gem,
no-stones, powergem pommel, prismatic javelin, rose quartz koi,
stalaga spear, stalagmight geode, and storm seer lamp, reflective
or illusion-related items like the arcane mirror, aurora dust,
band of mirrored essence, Borbos’s joyous wand of color, Camila’s
quicksilver mirror, periapt of reflection, ring of misdirection, and
Torrdok’s magnificent forgery, or other useful underground
items such as the ball of wild earth, bulette bulwark, bulette
torpedo, cratering quarterstaff, dark mantle, gloves of the great
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Crystal Golem Giant Gem-nosed Mole
Large elemental, neutral Large monstrosity, unaligned
Armor Class 18 (natural armor) Armor Class 15 (natural armor)
Hit Points 114 (12d10 + 48) Hit Points 76 (9d10 + 27)
Speed 30 ft., climb 30 ft. Speed 30 ft., burrow 10 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 8 (–1) 19 (+4) 4 (–3) 10 (+0) 5 (–3) 17 (+3) 10 (+0) 16 (+3) 2 (–4) 13 (+1) 5 (–3)
Giant Gem-nosed
Mole
ACTIONS
Multiattack. The wurm makes one attack with its grinding
jaws and one constrict attack. It can’t make both attacks
against the same target.
Grinding Jaws. Melee Weapon Attack: +10 to hit, reach 10
ft., one target. Hit: 32 (4d12 + 6) bludgeoning damage.
Constrict. Melee Weapon Attack: +10 to hit, reach 10 ft.,
one target. Hit: 19 (3d8 + 6) bludgeoning damage. If the
target is Large or smaller, it is grappled (escape DC 15)
and pulled 5 feet toward the wurm. Until this grapple
ends, the creature is restrained, and the wurm can’t con-
strict another target.
Geode Wurm
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Swarm of Lux Moths Lux Moth, Giant
Medium swarm of Tiny monstrosities, unaligned Small monstrosity, unaligned
Armor Class 14 (natural armor) Armor Class 12
Hit Points 18 (4d8) Hit Points 22 (4d6 + 8)
Speed 5 ft., fly 20 ft. (hover) Speed 5 ft., fly 30 ft. (hover)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
2 (–4) 12 (+1) 10 (+0) 1 (–5) 5 (–3) 1 (–5) 5 (–3) 14 (+2) 14 (+2) 2 (–4) 6 (–2) 1 (–5)
MIRRORLIGHT THIEF
Mirrorlight thieves are capable rogues that specialize in
evasive maneuvers and skulduggery of both hands and
mind using illusions. Whether gained from exposure to
mirrorlight crystals, training with them, or other sources of
powerful illusory magic, these ne’er-do-wells can manifest
illusory clones of themselves that can even turn corporeal
Giant Lux Moth and
temporarily—just long enough to stab you in the back.
Lux Moth Swarm
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PRISMATIC OOZE
The prismatic ooze is particularly in tune with so-called
prismatic energies like acid, cold, fire, lightning, necrotic, Prismatic Ooze
poison, and radiant damage; it gains additional defenses of Large ooze, unaligned
that type when attacked, thus requiring other methods or a
Armor Class 8
rotation cycle of elemental attacks. Such oozes have a small
Hit Points 95 (10d10 + 40)
mirrorlight crystal at their center, and are usually found in
Speed 25 ft., climb 25 ft.
close proximity or in contact with mirrorlight crystal for-
mations. Proximity to the ooze can even activate mirrorlight
illusions just like the crystals themselves (See the Example STR DEX CON INT WIS CHA
Mirrorlight Illusions table in this document). This also 17 (+3) 6 (–2) 18 (+4) 1 (–5) 6 (–2) 1 (–5)
allows them to manipulate and reflect light in such a way
that they can become invisible. Combined, these abilities
heighten its threat as an ambush predator, making it lethal Skills Stealth +1
for the unwary or unprepared. Damage Immunities (one type determined by Prismatic
Nature)
Senses blindsight 60 ft. (blind beyond this radius), pas-
sive Perception 8
Languages —
Challenge 5 (1,800 XP)
ACTIONS
Pseudopod. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) bludgeoning damage plus 18 (4d8)
damage of the type associated with the ooze’s Prismatic
Nature trait.
MISDIRECTOR
you expend a use of that feature. You can move each of your
duplicates independently, but you can only command one
While many rogues are adept with sleight of hand, you don’t to make an attack as a bonus action on each of your turns.
stop there. You have developed a natural knack for deception While you’re within 5 feet of a duplicate, attacks against you
using magic and curious projections of yourself to misdirect and the duplicate are made with disadvantage.
and confound those around you. Most rogues who follow You can also use an action to see and hear through a dupli-
this archetype are street magicians, burglars, or theatrical cate until the start of your next turn. During this time, you
performers, but could just as well be particularly larcenous are deaf and blind with regard to your own senses, but can
worshipers of a god of trickery. also speak through your duplicate using your own voice.
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score when determining or detecting illusions, respectively.
You can cast minor illusion using a bonus action, and your
spell save DC when casting minor illusion or major image in-
creases by 2. In addition, your duplicates’ AC increases by 2.
Vigilant Duplicates. A duplicate can use your reaction
to make an opportunity attack against a creature that either
moves out of its reach or makes an attack against a target
other than the duplicate while within 5 feet of it. On a hit,
the target takes force damage equal to your rogue level. This
attack can benefit from your Sneak Attack, rolling half the
number of Sneak Attack dice for your level when it does
(rounded up).
MIRROR POSITION
By 17th level, you and your projected duplicates are practi-
cally interchangeable. When you’re hit by an attack, you can
use your reaction to switch places with a duplicate that you
can see. The duplicate then takes the damage from the attack
instead, destroying it and causing it to shatter into magical
shrapnel. If the attacker is within 5 feet of the shattered du-
plicate, it also takes force damage equal to your rogue level.
Once you use this feature, you can’t do so again until you
finish a short or long rest.
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