Yodenhiem's Fall
This dungeon is designed for 4-7 players of level 8-11. This dungeon was built in stages, and the layout reflects this. As the party ventures further towards the ultimate goal of confronting Yodenhiem, they will face more and more danger. Yodenhiem has enlisted one of Krup's grandsons, Kest, to reopen the portals and allow him to drain energies and vitality from innocent peoples, causing diseases to manifest throughout the world. Yodenhiem's dark influence has also called out to many monsters that have found their way into this underground complex. While the enchantments of Luminara's keep creatures at bay in rooms 2-7, they have faded in the living areas and rooms near Yodenhiem's Fall (rooms 8-18).
Many monsters that are normally solitary have fallen completely under Yodenhiem's dark sway and as his thralls, are possessed of tactics not normally seen. Cloakers and chokers especially will group together, using surprise and the terrain to their advantage. Yodenhiem has empowered some of the corpses of his followers, knitting their rotten bones together again. These undead will be deadlier than normal, but still susceptible to enchantments should the party lure them into protected areas. Will-o-wisps attracted by the radiant light now roam the corridors.
I. Dungeon Overview
Table of Contents
Dungeon Overview.......1
Arrival..............................2
Tortle Dungeon
- Antechamber............2
- Marketplace..............2
- Bas Relief Hallway
- Priests' Quarters
- Ablution Room
- Hall of Heroes
- Temple to Luminara
- Dining Hall
- Guest Library
- Guest Quarters
- Kitchen
- Training Hall
- Crypt
- Dark Hallway
- Guard Barracks
- Puzzle Door
- Research Library
- Yodenhiem's Fall
Lore
Yodenhiem is a dark Old God, who was worshipped throughout a dark kingdom of Archeron long ago. His followers had nearly completed summoning his avatar into the world, an avatar into which he had poured the fullness of his evil power. Legend tells of a hero, Luminara, leading several adventurers interrupted the summoning; the price was heavy though, Luminara lost her life. However her legend lived on and she eventually ascended to divinity, becoming the goddess of Light , Luminara, the Everflame. The adventurers arranged for the dank cavern that is Yodenhiem's resting place to be guarded in perpetuity.
Eventually, this dark outpost become a shrine, and then temple devoted to Luminara. The guards took oaths and became paladins, priests spread the tales of Luminara's deeds, especially her sacrificial victory over Yodenhiem. Pilgrims began to visit, a marketplace sprang up, and portals to the site were erected far and wide. All the Yodenhiem waited, gathering strength, sending dark tendrils of void energy wherever a crack in the rocks could be found.
Hundreds of years passed and the defenses of Yodenhiem's Fall grew slack. The paladins' ranks dwindled, magical enchantments faded and were not renewed. In one fell stroke, Yodenhiem again threatened to emerge into the Material Plane as he summoned his followers from across the globe. Only one cleric, the tortle Krup, had familiarized himself with the temple's fail safes. Hallways were collapsed, sealing the underground complex away.
Krup cursed the portal system, so that only his blood could awaken it again, before leaving it behind. He oversaw the building of Tortle Statues over the portal system, instructing his people to guard them lest a dark evil should harm them.
For centuries, these Tortle Statues have stood guard over entry to Yodenhiem's fall; silent guardians containing a dark evil from a forgetful world. But now, on the beach of A'tiu Island, a darkness grows and beckons...
Random Encounters
d6 | Monster(s) |
---|---|
1 | 1 Black Pudding |
2 | 2d4 Chokers |
3 | 1 Cloaker |
4 | 1 Ghost |
5 | 1 Spawn of Yodenhiem |
6 | 2d4 Zombies |
II. The Dungeon
The beach in front of the statue appears deserted. No signs of life are to be found, where normally tortles might be fishing or crafting on the beach. The few shelters are completely abandoned. No food or tools can be found, it seems that this place has been evacuated for some time.
The statue of a giant tortle stands on the beach, near where the grass begins to grow and the sand ends. It appears well weathered and not made of the local stone. A small opening has formed in the very front and center of the statue. There is no discernible door or opening, but the opening shows it goes down quite a ways, too far to to see.
Entering the Statue
As you descend the steps beneath the Tortle Statue, you see only darkness. Stepping downwards, it helps to feel the wall on your right, it feels like you have entered a bottomless pit, even darkvision is useless here. After several minutes, a faint white light appears at the bottom. You walk more quickly as the light grows stronger. Finally you reach the last stair, and a scene of horror unfolds before you. The sickly sweet smell of Tortle blood, pooled upon the damp earth hits your nostrils. The weapons of the fallen warriors gleam, lit by an arcane portal glowing on the west end of the chamber. Three stone plinths, round and distinct from the other stonework, have bright glowing arcane runes upon them.
1. The Antechamber
(Natural stone walls and floor. Ceiling is unnaturally straight and flat, 25 feet high.)
If the party wishes, they can loot the turtles, the bodies have been here for some time, but no more than a few days. They will receive two tridents, a club, and a shield. Examining their pouches and belongings reveals 2d6 silver coins and and 1d6 days worth of rations. The stone plinths are covered in burn marks and scrapes, whatever magic they had has seeped from them. A DC 25 Intelligence (Arcana) check shows that all three runes were maintaining an Antimagic Field that was suppressing the portal that is now active.
1a The Portal Door
This stone archway is carved with Aquan (Tortle) and Elvish runes. It glows a soft comforting white, and you can just make out what appears to be a marketplace in the arcane glow. A party member who can read Elvish or Aquan (Tortle) can read that the runes say:
"To vanquish the foe, Darkness must surround the Light of Heaven"
A DC 20 Intelligence (Arcana) reveals that this is a heavily modified Gate spell. And entering the portal will lead the party to the matching portal in the Marketplace. (2)
2. Marketplace
(Thick stone walls, stone floor. Ceiling is a vaulted dome, 20 foot high along the perimeter, 60 foot tall in the center.)
Here is the entrance formed to access the temple to seal an ancient evil away. It opens into a market place, long abandoned. While the food and perishables have long since rotted away, fabrics, weapons, trinkets, and souvenirs line the stalls. Coins still lay on the market stall tables, weights still lie in balances. The overturned stools and objects tossed on the floor point to an evacuation, long ago. Further away from the portal are several massive rugs of elven weave. There are several benches on them, backpacks and rucksacks lie strewn on the rugs. In the southwest corner of the room is a grand stair case leading upwards. On the south side stands a massive pair of stone doors. In the east is a small corridor leading further east.
Flashing Lights
While the lights have long ago gone out in this complex, a lingering enchantment or divine intervention remains. Every fifteen minutes holy light fills the rooms and halls in areas 2-7.
Any undead (including animated dead controlled by the party) must make a DC 15 Wisdom save or be turned for 1 minute and take 2d10 radiant damage (half as much on a successful save. Turned undead must flee away from the temple (7), taking the dash actions to do so, and may not take reactions. If the creature can't move, it must take the dodge action.
Remind the players of the glowing light that fills the corridors and rooms every 15 minutes. Observant players will notice that the light increases in intensity as noon approaches, then decreases as midnight nears.
Areas with these lights will also summon 1d4 Archons of Luminara if the players attempt to destroy the architecture, fountains, decorations, etc.
2a Collapsed Stairs
The staircase ceiling has collapsed crashing down creating a hole in the stairs. Beyond the hole is a complete cave in, blocking passage further upwards. The hole in the stairs has created a small cavern, 20 feet deep and easily passable with rope. The cavern leads nowhere, but is the result of the stone ceiling collapsing. A DC 15 Intelligence (History) Check will reveal that the stairs were collapsed intentionally. The marks of sledgehammers and spell damage still mar the surface.
Descending into the hole within the stairs, they will find a skeleton clad in full plate next to a +1 Maul. A DC 18 Intelligence (History/Religion) reveals this weapon is called Suncrusher. Forged in Luminara's service and wielded by her paladins, the last owner lost this weapon and his life collapsing these stairs.
Suncrusher
This +1 maul was made for a paladin of Luminara, Inscribed on the head of the maul is Luminara's eye, wreathed by flame in a starburst pattern. You can use a bonus action to cause it to glow as bright as a torch. While glowing, the mace deals an extra 1d6 radiant damage.
2b Jewelry Merchant
While the merchant is long gone, her wares remain. If the party searches the stall, they will find an assortment of gold and silver jewelry worth 500gp. A DC 10 Intelligence (Investigation) or Wisdom (Perception) check will turn up an open lockbox, emptied of its contents. All the stalls have had their lockboxes similarly emptied, or simply removed. Whoever left wasn't coming back.
2c Weapon Merchant
This stall has several small weapons inlaid with gems and gilt with gold. Most are of too low quality to be worth taking: their edges dull and the copper that once gleamed has long corroded. If the party spends 1 hour prying loose gems and peeling off gold, they can acquire 200gp in gold leaf and gems. Like all the other stalls, the strongbox is gone. A DC 15 Intelligence (Investigation) or Wisdom (Perception) check reveals a dagger, described below:
Payday
+2 Dagger, very rare (requires attunement)
This weapon is covered in gems and gold, forming starburst patterns along the blade. Its hilt and cross guard are inlaid with red and green gems. It is forged from arcane crystal, honed to a razor’s edge, giving it magical properties.
Attacks deal an additional 2d4 force damage. An amount of gold coins transmuted from the target's blood appear in the wielder’s coin purse or pouch after a hit. The amount of coins are equal to the force damage dealt.
You have a +2 bonus to attack and damage rolls made with this magic weapon.
2d Library Entrance
A massive and imposing stone door stand before you. It has long since closed. Carved in the stone doorframe in Common is the word "Library." Carved into the door, about 4 feet from the ground is a brass brazier. The brazier has crystals resembling flames coming out of it.
A DC 12 Intelligence (Religion) will reveal the brazier resembles the ones commonly found in temples of Luminara. To open the door, a light cantrip or spell dealing radiant damage must be cast on the brazier on a door. This causes this door as well as another door down a short hallway to swing open, out into their respective rooms.
This door is meant to swing out into the main hall, pushing will not open it and there is nothing to grasp while pulling. However, with 2 hours of effort and the appropriate tools (hammers, chisels), a strong party member or two can break through the stone of the door, but they will be interrupted by 1d4 Archons of Luminara upon breaching the door.
Once the door is broken down, it reveals a very short hallway, and steps with another set of doors, identical to the first except they lack braziers on them. It is clear these open outwards, and a combined DC 30 STR check will push the door open, revealing the library (17).
2E Backpacks and Rucksacks
There are many backpacks and rucksacks strewn about. The all contain possessions pilgrims might have. Extra clothes, wrappings of long since rotted rations, and personal trinkets abound. A DC 20 Intelligence (Investigation) or Wisdom (Perception) check reveals a woven bag of blue and green wool. It has gathered no dust, and looks like it is brand new. It is a bag of holding.
3. Bas Relief Hallway
(Thick stone walls, stone floor. Ceiling is 15 feet high.)
Down this hallway are figures and monsters carved into the stone. The carvings tell the stories of ancient drake slayers saving the people of Vaeheor. One depicts the founding of Tannis, by a lycanthrope apparently. There is one panel dedicated to Robbing Hat and his band of Happy Halflings. His sidekick, Slim Jim, is prominently featured as they rob from the wicked rich to give to the poor.
The largest and most ornate relief shows a fearsome combat between a vicious god, called Yodenhiem, and Luminara. Yodenhiem is massive, tentacle covered beholder. His gaping maw spills skulls. Black onyx and a sickly dark quartz make up his armor and surround him like a shadow. Even with light, these black gems do not shimmer or shine. Luminara appears as a young maiden with a third eye in her forehead. The carvings show her surrounded by flames, made out of burnished brass. It depicts her hurling Yodenhiem into a pit, and goes on to show a temple being constructed on top of the pit. It is clear, this is that same temple.
3a Cave In
Clearly the hallway branched here, but this section has been blocked off by a cave in. A DC12 Intelligence (Investigation) check will show that trying to clear away by nonmagical means would take several hours, and may trigger an even bigger collapse. Stone shape would not affect all the piles of rubble at once. If the party has a satisfying magical solution, let them try it and roll a d4. On a roll of 1-2, the are unsuccesfull and trigger a bigger cavein, dealing 6d6 bludgeoning damage to anyone within 10 feet and scattering rocks. If successful, they see the dark hallway (14).
4. Priests' Quarters
(Thick stone walls and floor. Ceiling are 10 feet high.)
The hallways continues to wind along, revealing several unlocked stone doors. These are priests cells, where the early priests of this temple would sleep. The tight quarters suggest that they cooked and ate their meals elsewhere and they contain nothing but some moldy clothes and bedding. A DC 15 Intelligence (Investigation) or Wisdom (Perception) check reveals 2d4 vials of holy water, a library key, and 1d4 holy symbols of Luminara. The symbols are of great quality and antiquity; they are worth 100gp each to an interested buyer.
5. Ablution Room
(Ornate stone walls and floor. Ceiling is 15 feet high.)
As the party follow the open hallway, it narrows, but is still quite ornate. Rounding the corner, they will come to a large open room with fountains. Read the following as they enter:
Ablution Room
Here the hallway widens into a room with 4 fountains. The phrase "A clean face reflects the light" is carved on each fountain Water still bubbles through the fountains.
Here the party needs to stop and clean their faces in the fountain. Failure to do so will summon angry celestials if they go further, and attempt enter the temple proper. A DC 18 Intelligence (Religion) check reveals that this phrase was once common among the faithful of Luminara, though it has been changed to "A clean heart reflects the light" as the faithful become more concerned with inner morality than outward cleanliness. Regardless, scrubbing your face is always a good idea, don't forget to wash behind your ears!
If the party washes up, they continue with incident. If they proceed to the Hall of Heroes (6) without performing the ceremonial ablutions, they will face two Archons of Luminara (a seer and knight.)
Flashing Lights
If you haven't already, mention the dancing light to the party, if they haven't glowed yet, they should start in this room. (See page 2.)
6. Hall of Heroes
(Ornate marble walls and floor. Ceiling is 30 feet high.)
A DC 15 Intelligence (History/Religion) check reveals that offering incense to the dead, but especially fallen heroes, was commonly practiced around Tannis. To pass by without offering something would be a sign of disrespect. Halfway down the hall is an ornate brass and marble archway, leading into a temple of Luminara. (7)
7. Temple of Luminara
(Ornate marble walls and floor. Ceiling is 50 feet high.)
Attempts to pry loose the artifacts will deal 9d8 radiant damage as level 7 Glyphs of Warding go off. Each is enchanted by three glyphs of warding. A DC 18 Intelligence (Investigation) reveals the glyphs. Examining the altar reveals a Sun Blade (DMG, p. 205; this blade belongs to Lorelei in the Secret Garden [8A]) and a book written in Common. A DC 12 Intelligence (Investigation / Religion) check reveals that the book (technically a missal) on the altar is quite old, but in good condition. To the right buyer, a historian or priest of Luminara, it may fetch a price as high as 500gp.
If the party is curious about the flames and light of the temple a DC 10 Intelligence (Arcana) check reveals that several parts have been enchanted with Light or Continual Flame. The stain glass windows are actually enchanted with a variant of Faerie Fire. The braziers flanking the altar are with Continual Flame as well. Darkness, Dispel Magic, and other attempts to dispel the light have no effect here.
7a Sacristy
(Plain marble walls and floor. Ceiling is 10 feet high.)The brass door squeaks as it opens, revealing a small room. Inside you see several old robes, bearing symbols of Luminara on them. In a small chest, there are sticks of incense and loose incense, as well as charcoal, herbs, and several small thuribles. Searching further, reveals twelve small amulets of Luminara, worn by the priests and acolytes here. One in particular is broken in half, but appears much newer, the years have not removed its sheen and luster. The amulets are worth 5gp each. There are exactly 6 large sticks of incense, worth 1gp each. The remaining loose incense, charcoal, herbs, and thuribles are worth 15gp.
8. Dining Hall
(Cobblestone floor, stone walls. Ceiling is 10 feet high.)
This is room should be the first room where the flashing lights no longer occur. Rooms 8-17 have no source of light unless described otherwise. To the west is a wooden swinging door, labeled "Kitchen." (11) To the south is a small library with chairs and tables. (9)
The room is haunted by two ghosts , Hans and Franz. If the party was noisy entering the room, they will flee the room and stalk the party. Both ghosts share a common goal of possessing a creature and using their body to escape this temple. Players may be possessed later, especially if they are separated from the party. A possessed player learns of an elf woman hiding in a secret garden accesible from the dining hall (8A).
If the party enters stealthily, the ghosts will attempt to hide and enter the Ethereal Plane. The moment a player spots them, he or she must make a save against the Horrifying Visage ability and combat begins. The ghosts will attempt to flee when they reach one-third health, but will not enter rooms 6 or 7.
8a Secret Garden
(Dirt floor, stone walls. There appears to be no ceiling)
In the southwest corner of the dining hall is an illusion spell paired with wall of force spell hiding a secret opening. A DC 25 Intelligence (Investigation) or Perception (Wisdom) check will spot the illusion. The wall of force can be passed through, gently tapping or leaning against the wall illusion reveals a solid surface. Forcefully knocking, kicking, or running into it allows a creature to pass through.
This area is particularly blessed and will be free from wandering monsters. This is one of the few safe places to take a rest. A DC 18 Intelligence (History or Religion) check reveals that good-aligned creatures who take a short rest near an alabaster tree will feel as refreshed as getting a good night's sleep. It also reveals that these trees are sentient and will protect the hallowed reeds from over-harvesting or destruction.
@Lorelei, a high elf grave domain cleric, has been sealed away inside an alabaster tree since this temple was evacuated. The tree will communicate this to a good aligned player who enters the garden. The tree will consent to being cut along its trunk to free Lorelei. Lorelei will help the party if requested, but will first insist on retrieving her sunblade from the temple (7) if the party has not already done so. She is attuned to this blade, and will not assist a party that has her blade and attempts to deceive her so they can keep it.
9. Guest Library
(Cobblestone floor, stone walls. Ceiling is 10 feet high.)The unlit library is nothing much to look at. Musty books neatly line wooden bookshelves. A few comfortable chairs surround several tables. In the center of each table are several driftglobes (DMG, p.166) used to aid in reading. There is nothing else of value, other than old books, mostly novels such as Anne of Green Kobolds; The Leonine, the Witch, and the Wardrobe; There and Back Again: A Halfling's Tale; and Dante's Inferno: A Treatise on the Nine Planes. A DC 10 Intelligence (Investigation/ History) check reveals this library was used for leisure, not research. A small hallway leads on to the west.
10. Guest Quarters
(Cobblestone floor, stone walls. Ceiling is 10 feet high.)As the party heads towards this section, despit the darkness, they may notice the floors are unusually clean. (A black pudding likes to make it's lair here. Should they players rest here, one of them will be attacked by the black pudding.) Several stone doors on the north and south sides of the hallway are shut. None of them are locked and each one opens to a bedroom, with a bed, night stand and small wardrobe. This was guest lodging for visiting pilgrims. A thorough search of each room will take 1 minute. The last room the party searches will contain a Robe of Useful Items (DMG, p.195) hanging on a cloak hook, in plain sight.
The hallway on the west end turns to the north, and then to the east leading to the crypt (13), branching into the dark hallway (14) to the north and continuing east to the training room (12) and kitchen (11).
11. Kitchen
(Cobblestone floor, stone walls. Ceiling is 10 feet high.)The kitchen sits dark, dusty, and unused. The food has long rotted or been eaten. Pots and pans hang on the walls, and line countertops. Along the north wall are two large cauldrons in suspended in hearths with a concave floor. On the wall separating both hearths are two buttons. Pushing one creates a flaming sphere under a cauldron. A DC 14 Intelligence (Arcana) check reveals this apparatus is built into the wall and would be destroyed by disassembly. Powering the array are two arcane crystals.=, should the party decide to disassemble it. Scanning the room and passing a DC 15 Intelligence (Investigation) or Wisdom (Perception) check reveals a bag of holding (DMG, p. 153) filled to capacity with fresh cabbages, potatoes, and other vegetables.
If the party hasn't encountered the ghosts, Franz and Hans, yet, they will make a move now. They will attempt to quietly possess a party member and slip into the dining hall (8) and head for the portal (2).
12. Training Room
(Cobblestone floor, stone walls. Ceiling is 15 feet high.)
The door to this room is clearly marked "Training Room" in common. Inside the unlit room are a few weapon racks with a variety of swords and war hammers, some bow stands with arrows and short bows, three training dummies, and four archery targets. This is also the lair of a band of 6 chokers who are able to squeeze through cracks in the masonry and access much of the dungeon.
The chokers have fallen under Yodenhiem's dark sway and will attempt to grapple the players while stuck to the ceiling. They will use their spider climb ability to stay on the ceiling out of melee range and choke a play to death. Yodenhiem has promised them much food for subduing interlopers, so they will only attempt to flee when half of them have been killed. They will wriggle through a small opening in the wall in the northwest corner if possible and not emerge while the party remains in the dungeon.
Examining the room will reveal: 2 shortswords, 2 longswords, 2 war hammers, 2 short bows, and 40 arrows.
13. The Crypt
(Cobblestone floor, stone walls. Ceiling is 15 feet high.) The crypt is accessible from the south and north doors, both open into a dark room.
Heroes' Rest
This room, though dark, is filled with the sarcophagi of heroes, priests, and paladins who died in Luminara's service. Six especially ornate carved sarcophagi stand out prominently; these belong to the heroes from the Hall of Heroes (6).
If the players lit and offered incense to the heroes' statues in the Hall of Heroes (6) there is little to see. If they did not, they are attacked by 2 Skeletal Archers, a Skeletal Druid, a Skeletal Kobold, and 2 Skeletal Warriors. It is obvious that several sarcophagi have been disturbed and opened. No remains can be found in these open stone caskets. Although the souls of these heroes have passed on, their bodies have been twisted to Yodenhiem's dark purposes.
If the party lingers long in the crypt, 2 will-o'-wisps will enter the room and shine brightly, then quickly exit through the north door and attempt to beckon the players further west down the dark hallway (14.)
14. Dark Hallway
(Natural stone floor and stone walls. Ceiling is 10 feet high.) This dark hallway is clearly marked by the north door of the crypt (13) "Authorized Persons Only." The walls become rougher, and show that this complex actually began as part of a natural cave system. There is little see do or see other than head west towards the Barracks (15). If the players haven't encountered the will-o'-wisps yet, have at least 2 appear here and dance slowly towards the Barracks (15).
15. Barracks & Armory
(Natural stone floor and stone walls. Ceiling is 10 feet high.)
A Cloaker in Cloaked Clothing
If the party is following will-o'-wisps, they will head to north and come to rest among the beds, landing on two different cloaks hanging on the wall, then going invisible. These cloaks are actually cloakers and a DC 25 Intelligence (Investigation) or Wisdom (Perception) check reveals this. Regardless, if a party member approaches within 10 feet of the cloakers they will attack, getting a surprise round unless they have already been spotted. The will-o'-wisps will return and attack on the third round of combat, entering at the top of the round.
If the party investigate the armory section, they will find a variety of non-magical weapons. There is quite a variety, so give a player any non-magical item they might like to find. If nothing in particular is desired they find:
- 3 shields
- 4 warhammers
- 4 maces
- 2 warpicks
- 1 maul
- 1 greatsword
- 2 heavy crossbows
- 3 short bows
- 40 arrows
- 40 crossbow bolts
A DC 10 Intelligence (Investigation) or Wisdom (Perception) check reveals a lever blended into the stone at the northeast corner of the room. Pulling it opens a hidden stone door leading in to the main library (17).
15b Sturdy Doors
The party should recall the braziers described when they entered the barracks (15). If they don't, remind them that "just in front of the doors are two brass braziers, filled with charcoal, but not lit." Lighting both braziers by any means will cause the corresponding eye on the doors to open. When both are open, the adamantium bars retract allowing the door to be pushed open without difficulty.
16. Containment Door
(Natural stone floor and stone walls. Ceiling is 10 feet high.)
"To vanquish the foe, Darkness must surround the Light of Heaven"
This door leads to the resting place of Yodenhiem and can only be opened by the Sun Blade found on the altar in the Temple of Luminara (7). Peering into the sword slot, even with illumination or darkvision reveal nothing. It is completely dark inside the opening.
17. Research Library
(Stone floor and walls. Ceiling is 30 feet high.)
In the Stacks
As the door swings open into the dark library, you see five rows of library shelves, stuffed with ancient tomes and scrolls. Book and parchment are stacked haphazardly all throughout the floors and tables. It's a wonder that the library was left in such a state, looking more like the personal library of an absentminded mage rather than a library. Five tables with chairs line the west and south walls. In the southwest corner is a small checkout counter, a ledger is still visible on top of the wooden counter. Behind this counter, are a pair of stools, and two chests.
After 30 seconds, the northwest doors will swing shut. If the party enters from the barracks (15), the secret door closes almost immediately. Most of the scrolls and books contain information on well known radiant and fire spells, especially their applications in creating the temple complex here. Many of the texts are in a language unknown on this world, [as a DM, you may decide which language it truly is and what, if anything, useful is contained in a book or two.]
A thorough search will require passing a DC 20 Intelligence (Investigation or Arcana) check. On a success, the party finds a scroll of daylight, a scroll of fireball, and three more level 3 spell scrolls of the party's choice. If the check is passed by 5 or more, the party finds a secret compartment carved into a bookshelf. It contains a Tome of Clear Thought (DMG p. 208). In addition to it's normal attunement requirements, this tome is written in a cipher. Although Gaarik has started to decode this cipher, he has no completely finished. It will take at least 14 full days of work to completely translate this book before attuning to it.
Gaarik the Nothic
Gaarik the nothic found his way into this library long ago, after finding ancient texts referring to some of the research into flame and radiant enchantments occurring here. He is obsessed with finding some cure to his condition and believes it lies here in these stacks. When the party enters, he will hide amongst the bookshelves, attempting to stay out of sight. He will not engage with the party directly, but will use his Weird Insight to try to persuade them to leave, hoping to scare them away. Should the party destroy Yodenhiem before passing through here, he will not engage at all. Regardless, should the party attempt to remove any scrolls, books, or reading material from this library, Gaarik will activate 1d3 Ink Guardians to retrieve them and use his Rotting Gaze ability from range.
One chest behind is open and filled with empty parchment and a spell tome. This tome contains the dawn and wall of light spells.
The other chest has A Poisoned needle is hidden within a its lock. Opening the chest without the library key (found in Priest Quarters [4]) causes the needle to spring out, delivering a dose of poison. When the trap is triggered, the needle extends 3 inches straight out from the lock. A creature within range takes 1 piercing damage and 11 (2d10) poison damage, and must succeed on a DC 15 Constitution saving throw or be Poisoned for 1 hour.
A successful DC 20 Intelligence (Investigation) check allows a character to deduce the trap’s presence from alterations made to the lock to accommodate the needle. A successful DC 15 Dexterity check using thieves’ tools disarms the trap, removing the needle from the lock. Unsuccessfully attempting to pick the lock triggers the trap.
The chest contains 150gp and 2 garnets worth 50gp each. This is where donations to the library and late fees were stored.
18. Yodenhiem's Fall
(Natural stone floors and walls. Ceiling is up to 80 feet high.)
Catchy Title
Useful information
18A Is a containment structure built over Yodenhiem's corpse long ago. The structure has been partially destroyed by Yodenhiem, and the blue containment runes glow only faintly, they have been deactivated.
The stream flowing through this cavern (18B) is usually 8 to 10 feet across. Although a character may be able to jump over it easily, it is icy cold and flows swiftly. Any player that falls into it must use an action to make a DC 20 Strength (Athletics) save to avoid being swept downstream. (This save can be repeated at the beginning of the player's next turn.) On a failed save, the player will be swept northeast 20 feet per round and take 1d8 cold damage each round. If the player is swept all the way to the perimeter of the room, the stream begins to suffocate the player as the current plunges down.
The holes that comprise 18C and 18D connect.
III. Bestiary
ALABASTER TREE
Huge celestial, neutral good
Armor Class 18 (natural armor)
Hit Points 105 (10d12 + 40) | Speed 10 ft.
STR DEX CON INT WIS CHA 20 (+5) 10 (0) 18 (+4) 10 (0) 14 (+2) 10 (0)
Saving Throws Str +8 Skills Perception +5 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities radiant Condition Immunities stunned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 15 Languages all, telepathy 120 ft. Challenge 7 (2,900 XP)
Churning Advance (3/Day). As a bonus action, the alabaster tree moves up to five times its speed, leaving a trail of difficult terrain behind it.
Foster the Grasses. Hallowed reeds within 60 feet of an alabaster tree have advantage on saving throws.
Like Calls to Like. The alabaster tree knows if a creature within 60 feet of it is good-aligned or not.
Soul’s Respite. A good-aligned creature who takes a short rest within 10 feet of an alabaster tree gains all the benefits of a long rest.
ACTIONS
Multiattack. The alabaster tree makes two slam attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (3d4 + 5) bludgeoning damage plus 4 (1d8) radiant damage and the creature is grappled (escape DC 16).
Toss. One Large or smaller object held or creature grappled by the alabaster tree is thrown up to 40 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, it takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 15 Dexterity saving throw or take the same damage and be knocked prone.
Stars in the Branches. An alabaster tree welcomes kind-hearted and good-aligned creatures by illuminating its leaves and needles with pulses of brilliant white light. During this time, the tree will attempt to communicate with the creature for the purpose of sharing information about the goings-on in the region.
Protectors. Alabaster trees are the protectors of a lustrating grove. Their ability to move quickly for short periods of time and their tough trunks make them formidable combatants. The trees suffer no evil or trickery and happily toss interlopers out of the grove.
Archon Knight of Luminara
Medium Celestial, Lawful Good
- Armor Class 18 (Divine Plate Armor)
- Hit Points 190 (16d12 + 86)
- Speed 35 ft. walking, 45 ft. flying (hovering)
STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 16 (+3) 10 (0) 10 (0) 12 (+1)
- Saving Throws STR +7, CON +6
- Skills Athletics + 7, Religion + 7, Perception + 5
- Damage Resistances Bludgeoning, Piercing, and Slashing from Magic Weapons
- Damage Immunities Radiant, Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Weapons
- Condition Immunities Frightened, Poisoned
- Senses Truesight 25 ft
- Languages Celestial, Telepathy 100 ft.
- Challenge 8 and (XP 3900)
Magic Resistance: The archon has advantage on saving throws against spells and other magical effects.
Light Touched: The archon sheds light as if affected by the light cantrip and sheds bright light in a 20-foot radius and dim light for an additional 20 feet. This light cannot be dispelled.
Actions
Multiattack. The Archon may attack twice per turn, or attack once and cast a spell.
Flail. Melee Weapon Attack: +7 to hit, reach 45 ft., 1 target. Hit: 18 (4d8+4) piercing and 9 (2d8) radiant damage.
Innate Spellcasting: The archon’s spellcasting ability is Charisma (spell save DC 16, +7 to hit with spell attacks). The archon can cast the following spells as an action, requiring only verbal components: daylight, light, sacred flame, radiant word
Reaction
Warding Flare. As a reaction, the Archon can interpose divine light between itself and an attacking enemy. When attacked by a creature within 30 feet of it that it can see, it can use its reaction to impose disadvantage on the attack roll, causing light to flare before the attacker. It may use this reaction 2 times per day.
Archon Seer of Luminara
Medium Celestial, Lawful Good
- Armor Class 16 (Natural Armor)
- Hit Points 170 (12d12 + 80)
- Speed 35 ft. walking, 45 ft. flying (hovering)
STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 14 (+2) 10 (0) 12 (+1) 18 (+4)
- Saving Throws DEX +6, CHA +7
- Skills Acrobatics + 7, Religion + 7, Perception + 8
- Damage Resistances Bludgeoning, Piercing, and Slashing from Magic Weapons
- Damage Immunities Radiant, Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Weapons
- Damage Immunities Damage_Immunities
- Condition Immunities Frightened, Poisoned
- Senses Truesight 25 ft
- Languages Celestial, Telepathy 100 ft.
- Challenge 8 (XP 3900)
Magic Resistance: The archon has advantage on saving throws against spells and other magical effects.
Light Touched: The archon sheds light as if affected by the light cantrip and sheds bright light in a 20-foot radius and dim light for an additional 20 feet. This light cannot be dispelled.
Actions
Multiattack. The Archon may attack twice per turn, or attack once and cast a spell.
Divine Staff. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 7 (1d8+2) bludgeoning and 5 (1d8) radiant damage.
Innate Spellcasting: The archon’s spellcasting ability is Charisma (spell save DC 16, +7 to hit with spell attacks). The archon can cast the following spells as an action, requiring only verbal components:
At will: daylight, detect evil and good, light, sacred flame
1/day each: raise dead, wall of fire
2/day each: Burning Hands, Fireball, Flaming Sphere
Reaction
Warding Flare. As a reaction, the Archon can interpose divine light between itself and an attacking enemy. When attacked by a creature within 30 feet of it that it can see, it can use its reaction to impose disadvantage on the attack roll, causing light to flare before the attacker. It may use this reaction 2 times per day.
Archon Knight of Mourn
Medium Celestial, Lawful Good
- Armor Class 18 (Divine Plate Armor)
- Hit Points 190 (16d12 + 86)
- Speed 35 ft. walking, 45 ft. flying (hovering)
STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 16 (+3) 10 (0) 10 (0) 12 (+1)
- Saving Throws STR +7, CON +6
- Skills Athletics + 7, Religion + 7, Perception + 5
- Damage Resistances Bludgeoning, Piercing, and Slashing from Magic Weapons
- Damage Immunities Cold, Necrotic, Bludgeoning, Piercing, and Slashing from Nonmagical Weapons
- Condition Immunities Frightened, Poisoned
- Senses Truesight 25 ft
- Languages Celestial, Telepathy 100 ft.
- Challenge 8 (XP 3900)
Magic Resistance. The archon has advantage on saving throws against spells and other magical effects.
Fear Not Death If damage reduces the archon to 0 hit points, it must make a Constitution saving throw with a DC of the damage taken. On a success, the archon drops to 1 hit point instead.
Actions
Multiattack. The Archon may attack twice per turn, or attack once and cast a spell.
Flail. Melee Weapon Attack: +7 to hit, reach 45 ft., 1 target. Hit: 18 (4d8+4) piercing and 9 (2d8) necrotic damage.
Innate Spellcasting: The archon’s spellcasting ability is Charisma (spell save DC 16, +7 to hit with spell attacks). The archon can cast the following spells as an action, requiring only verbal components: chill touch, darkness, ray of enfeeblement, toll the dead
Path to the Grave. As a bonus action, the archon chooses one creature it can see within 30 feet, cursing it until the end of its next turn. The next time it or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack's damage, and then the curse ends. (2/long rest)
Archon Seer of Mourn
Medium Celestial, Lawful Good
- Armor Class 16 (Natural Armor)
- Hit Points 170 (12d12 + 80)
- Speed 35 ft. walking, 45 ft. flying (hovering)
STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 14 (+2) 10 (0) 12 (+1) 18 (+4)
- Saving Throws DEX +6, CHA +7
- Skills Acrobatics + 7, Religion + 7, Perception + 8
- Damage Resistances Bludgeoning, Piercing, and Slashing from Magic Weapons
- Damage Immunities Cold, Necrotic, Bludgeoning, Piercing, and Slashing from Nonmagical Weapons
- Damage Immunities Damage_Immunities
- Condition Immunities Frightened, Poisoned
- Senses Truesight 25 ft
- Languages Celestial, Telepathy 100 ft.
- Challenge 8 (XP 3900)
Magic Resistance. The archon has advantage on saving throws against spells and other magical effects.
Fear Not Death If damage reduces the archon to 0 hit points, it must make a Constitution saving throw with a DC of the damage taken. On a success, the archon drops to 1 hit point instead.
Actions
Multiattack. The Archon may attack twice per turn, or attack once and cast a spell.
Divine Staff. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 7 (1d8+2) bludgeoning and 5 (1d8) necrotic damage.
Innate Spellcasting: The archon’s spellcasting ability is Charisma (spell save DC 16, +7 to hit with spell attacks). The archon can cast the following spells as an action, requiring only verbal components:
At will: bane, cure wounds, detect evil and good, toll the dead
1/day each: antilife shell, dispel magic, raise dead
2/day each: blight, ray of enfeeblement, silence
Path to the Grave. As a bonus action, the archon chooses one creature it can see within 30 feet, cursing it until the end of its next turn. The next time it or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack's damage, and then the curse ends. (2/long rest)
Black Pudding
Large ooze, unaligned
Armor Class 7
Hit Points 85 (10d10+30) |Speed 20 ft., climb 20 ft.
STR DEX CON INT WIS CHA 16 (+3) 5 (-3) 16 (+3) 1 (-5) 6 (-2) 1 (-5)
Damage Immunities acid, cold, lightning, slashing
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8
Languages (none) | Challenge 4 (1,100 XP)
Amorphous. The pudding can move through a space as narrow as 1 inch wide without squeezing.
Corrosive Form. A creature that touches the pudding or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the pudding corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the pudding is destroyed after dealing damage.
The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 round.
Spider Climb. The pudding can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Actions
Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage plus 18 (4d8) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.
Reactions
Split. When a pudding that is Medium or larger is subjected to lightning or slashing damage, it splits into two new puddings if it has at least 10 hit points. Each new pudding has hit points equal to half the original pudding's, rounded down. New puddings are one size smaller than the original pudding.
Blessed Reed
Medium celestial, neutral good
Armor Class 13 (natural armor)
Hit Points 22 (5d8) |Speed 10 ft.
STR DEX CON INT WIS CHA 16 (+3) 5 (-3) 16 (+3) 1 (-5) 6 (-2) 1 (-5)
Skills Perception +4
Damage Resistances bludgeoning, piercing
Damage Immunities radiant
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
Senses blindsight 30 ft. (blind beyond this radius), passive Perception 14
Languages (none) | Challenge 1/2 (100 XP)
Like Calls to Like. The hallowed reed knows if a creature within 30 feet of it is good-aligned or not.
Limited Telepathy. Using telepathy, a hallowed reed can communicate with a good-aligned creature within 100 feet of it. This communication is primarily through images and emotions rather than actual words.
Rebirth. If a hallowed reed is slain, a new patch of hallowed reeds will grow in the same spot within a week of its death. Charring or salting the ground where a hallowed reed was slain prevents this.
Actions
Searing Grasp. Melee Weapon Attack: +4 to hit, reach 15 ft., one creature. Hit: 4 (1d4 + 2) radiant damage, and the target is grappled (escape DC 12). Until this grapple ends, the creature is restrained, it takes 2 (1d4) radiant damage at the start of each of its turns, and the hallowed reed can’t grasp another target. Undead and fiends have disadvantage on ability checks made to escape the grapple.
Choker
Small aberration, chaotic evil
- Armor Class 16 (natural armor)
- Hit Points 13 (3d6 + 3) | - Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 13 (+1) 4 (-3) 12 (+1) 7 (-2)
- Skills Stealth +6
- Senses darkvision 60 ft., passive Perception 11
- Languages Deep Speech
- Challenge 1 (200 XP)
Aberrant Quickness. (Recharges after a Short or Long Rest). The choker can take an extra action on its turn.
Boneless. The choker can move through and occupy a space as narrow as 4 inches wide without squeezing.
Spider Climb. The choker can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Actions
Multiattack. The choker makes two tentacle attacks. Tentacle. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage plus 3 (1d6) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the choker can't use this tentacle on another target. The choker has two tentacles. If this attack is a critical hit, the target also can't breathe or speak until the grapple ends.
Cloaker
Large aberration, chaotic neutral Armor Class 14 (natural armor) Hit Points 78 (12d10 + 12) Speed 10 ft., fly 40 ft.
STR DEX CON INT WIS CHA 17 (+3) 15 (+2) 12 (+1) 13 (+1) 12 (+1) 14 (+2)
- Skills Stealth +5
- Senses darkvision 60 ft., passive Perception 11
- Languages Deep Speech, Undercommon
- Challenge 8 (3,900 XP)
Damage Transfer : While attached to a creature, the cloaker takes only half the damage dealt to it (rounded down), and that creature takes the other half.
False Appearance : While the cloaker remains motionless without its underside exposed, it is indistinguishable from a dark leather cloak.
Light Sensitivity : While in bright light, the cloaker has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight.
Actions
Multiattack : The cloaker makes two attacks: one with its bite and one with its tail.
Bite : Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) piercing damage, and if the target is Large or smaller, the cloaker attaches to it. If the cloaker has advantage against the target, the cloaker attaches to the target's head, and the target is blinded and unable to breathe while the cloaker is attached. While attached, the cloaker can make this attack only against the target and has advantage on the attack roll. The cloaker can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the cloaker by succeeding on a DC 16 Strength check.
Tail : Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 7 (1d8 + 3) slashing damage.
Moan : Each creature within 60 feet of the cloaker that can hear its moan and that isn't an aberration must succeed on a DC 13 Wisdom saving throw or become frightened until the end of the cloaker's next turn. If a creature's saving throw is successful, the creature is immune to the cloaker's moan for the next 24 hours.
Phantasms (Recharges after a Short or Long Rest). The cloaker magically creates three illusory duplicates of itself if it isn't in bright light. The duplicates move with it and mimic its actions, shifting position so as to make it impossible to track which cloaker is the real one. If the cloaker is ever in an area of bright light, the duplicates disappear. Whenever any creature targets the cloaker with an attack or a harmful spell while a duplicate remains, that creature rolls randomly to determine whether it targets the cloaker or one of the duplicates. A creature is unaffected by this magical effect if it can't see or if it relies on senses other than sight. A duplicate has the cloaker's AC and uses its saving throws. If an attack hits a duplicate, or if a duplicate fails a saving throw against an effect that deals damage, the duplicate disappears.
Death Tyrant, Yodenhiem
Large undead, lawful evil
- Armor Class 19 (natural armor)
- Hit Points 237 (25d10 + 100)
- Speed 0 ft., fly 20 ft. (hover)
STR DEX CON INT WIS CHA 10(+0) 14(+2) 14(+2) 19(+4) 15(+2) 19(+4)
- Skills Perception +12
- Damage Immunities poison
- Condition Immunities charmed, exhaustion, paralyzed, petrified, poisoned, prone
- Senses Darkvision 120 ft., Passive Perception 22
- Languages Deep Speech, Undercommon
- Challenge 16 (11,500 XP)
Void Energy Cone. Yodenhiem’s central eye emits an invisible, magical 150-foot cone of negative energy. At the start of each of its turns, he decides which way the cone faces and whether the cone is active. The beholder's central eye creates an area of antimagic, as in the antimagic field spell. Any creature in that area can’t regain hit points. Any humanoid that dies there becomes a zombie under the Yodenhiem's command, retaining its place in the initiative order and animating at the start of its next turn.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage.
Eye Rays. The death tyrant shoots three of the following magical eye rays at random (roll 3d10, reroll duplicates), choosing one to three targets it can see within 120 feet of it:
1 Charm Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw or be charmed by the tyrant for 1 hour, or until the tyrant harms the creature.
2 Paralyzing Ray. The targeted creature must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
3 Lightning Ray. Lightning sparks out of an eye and all creatures in a line 100 feet long and 5 feet wide must make a Dexterity saving throw. A creature takes 9d6 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren't being worn or carried.
4 Slowing Ray. The targeted creature must succeed on a DC 17 Dexterity saving throw. On a failed save, the target’s speed is halved for 1 minute.
In addition, the creature can’t take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
5 Enervation Ray. The targeted creature must make a DC 17 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.
6 Telekinetic Ray. If the target is a creature, it must succeed on a DC 17 Strength saving throw or the tyrant moves it up to 30 feet in any direction. It is restrained by the ray’s telekinetic grip until the start of the tyrant’s next turn or until the tyrant is incapacitated. If the target is an object weighing 300 pounds or less that isn’t being worn or carried, it is moved up to 30 feet in any direction. The tyrant can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.
7 Sleep Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.
8 Petrification Ray. The targeted creature must make a DC 17 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by a greater restoration spell or other magic.
9 Disintegration Ray. If the target is a creature, it must succeed on a DC 17 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it.
10 Death Ray. The targeted creature must succeed on a DC 17 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.
Legendary Actions
Yodenhiem can take 3 legendary actions from the options below. He can take only one legendary action at a time and only at the end of another creature’s turn. He regains spent legendary actions at the start of its turn.
Eye Ray. Yodenhiem uses one random eye ray.
Summon Spawn (Recharge 5–6). Yodenhiem summons 1 Spawn of Yodenhiem.
Ghost
Medium undead, any alignment
Armor Class 11| Hit Points 45 (10d8)
Speed fly 40 ft. (hover)
STR DEX CON INT WIS CHA 7 (-2) 13 (+1) 10 (+0) 10 (+0) 12 (+1) 17 (+3)
- Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities cold, necrotic, poison
- Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
- Senses darkvision 60 ft., passive Perception 11;
- Languages any languages it knew in life;
- Challenge 4 (1,100 XP)
Ethereal Sight. The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Incorporeal Movement. The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Actions
Withering Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic damage.
Etherealness. The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.
Horrifying Visage. Each non-undead creature within 60 feet of the ghost that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4x10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.
Possession (Recharge 6). One humanoid that the ghost can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is incapacitated and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends.
Ink Guardian
Large ooze, unaligned
- Armor Class 8
- Hit Points 102 (12d10 + 36)
- Speed 20 ft.
STR DEX CON INT WIS CHA 16 (+3) 7 (-2) 16 (+3) 6 (–2) 6 (–2) 1 (–5)
- Damage Resistances fire, slashing, thunder
- Damage Immunities acid
- Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
- Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8
- Languages none
- Challenge 4 (1,100 XP)
Amorphous. The ink guardian can move through a space as narrow as 1 inch wide without squeezing.
Bottled Rejuvenation. When activated, the creature launches from its bottle, landing within 20 feet of the bottle. It starts as Tiny, and at the start of each of its turns, it increases in size by one step to a maximum of Large.
When the ink guardian is defeated, the bottle becomes inactive for 3d8 hours. After that time, the ink guardian regains all its hp and is active again. The bottle has AC of 20, 10 hp, and is immune to damage that isn’t bludgeoning. If the bottle is destroyed, the ink guardian dies and can’t rejuvenate.
Selectively Caustic. A creature that touches the ink guardian or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. The ink guardian can eat through flesh quickly, but it doesn’t harm metal, wood, or paper.
Volatile. When the ink guardian is subjected to thunder damage, it takes no damage and instead splashes onto creatures within 5 feet of it. Each creature in the area takes 4 (1d8) acid damage. When the ink guardian is reduced to 0 hp, it explodes. Each creature within 15 feet of it must make a DC 13 Dexterity saving throw, taking 9 (2d8) acid damage on a failed save, or half as much damage on a successful one.
Actions
Multiattack. As a Medium or Large creature, the ink guardian makes two pseudopod attacks.
Pseudopod. *Melee Weapon Attack: * +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 7 (2d6) acid.
Nothic, Gaarik
Medium aberration , neutral evil
Armor Class 15 (Natural) | Hit Points 45 (10d8)
Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 16 (+3) 13 (+2) 10 (0) 8 (-1)
- Skills Arcana +3, Insight +4, Perception +2, Stealth +5
- Senses Truesight 120 ft., Passive Perception 12
- Languages Undercommon
- Challenge 2 (450 XP)
- Proficiency Bonus +2
Keen Sight. The nothic has advantage on Wisdom (Perception) checks that rely on sight.
Actions
Multiattack. The nothic makes two claw attacks.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Rotting Gaze. The nothic targets one creature it can see within 30 feet of it. The target must succeed on a DC 12 Constitution saving throw against this magic or take 10 (3d6) necrotic damage.
Weird Insight. The nothic targets one creature it can see within 30 feet of it. The target must contest its Charisma (Deception) check against the nothic’s Wisdom (Insight) check. If the nothic wins, it magically learns one fact or secret about the target. The target automatically wins if it is immune to being charmed.
Skeletal Archer
Medium undead , neutral good
- Armor Class 15 (Chain Shirt)
- Hit Points 38 (4d8 + 12) | Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 16 (+3) 6 (-2) 8 (-1) 5 (-3)
- Damage Vulnerabilities Bludgeoning
- Damage Resistances Poison
- Condition Immunities Exhaustion, Poisoned
- Senses Darkvision 60 ft., Passive Perception 9
- Languages Understands all languages it knew in life but can't speak
- Challenge 2 and (450XP)
Actions
Multiattack. The skeletal archer can make two attacks with its longbow on its turn.
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 11 (1d8+7) piercing damage.
Skeletal Druid
Medium undead , chaotic neutral
- Armor Class 11 16 (Barkskin)
- Hit Points 43 (5d8 + 26) | Speed 30 ft.
STR DEX CON INT WIS CHA 11 (+0) 12 (+1) 16 (+3) 6 (-2) 18 (+4) 5 (-3)
- Damage Vulnerabilities Bludgeoning
- Damage Resistances Poison
- Condition Immunities Exhaustion, Poisoned
- Senses Darkvision 60 ft., Passive Perception 14
- Languages Understands all languages it knew in life but can't speak
- Challenge 3 and (700XP) | Proficiency Bonus +2
Turn Resistance. The skeletal archer has advantage on saving throws against any effect that turns undead.
Spellcasting.
The skeletal druid is a 6th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC14, +6 to hit with spell attacks). It casts ignoring verbal, somatic, or material components and has the following druid spells prepared:
Cantrips (at will): frostbite, shape water, shillelagh
1st level (4 slots): entangle, longstrider, speak with animals, thunderwave
2nd level (3 slots): animal messenger, barkskin, moonbeam
3nd level (2 slots): Erupting Earth, tidal wave
Actions.
Quarterstaff. Melee Weapon Attack: +2 to hit (+4 to hit with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, 4 (1d8) bludgeoning damage if wielded with two hands, or 6 (1d8 + 2) bludgeoning damage with shillelagh.
Skeletal Kobold
Medium undead , chaotic neutral
- Armor Class 12
- Hit Points 38 (5d8 + 21) | Speed 30 ft.
STR DEX CON INT WIS CHA 11 (0) 12 (+1) 14 (+2) 6 (-2) 18 (+4) 5 (-3)
- Damage Vulnerabilities Bludgeoning
- Damage Resistances Poison
- Condition Immunities Exhaustion, Poisoned
- Senses Darkvision 60 ft., Passive Perception 12
- Languages Understands all languages it knew in life but can't speak
- Challenge 3 and (700XP) | Proficiency Bonus +2
Spellcasting.
The skeletal kobold is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It casts ignoring verbal, somatic, or material components and has the following sorcerer spells prepared:
Cantrips (at will): create bonfire, chill touch, fire bolt
1st level (4 slots): catapult, magic missile,
2nd level (3 slots): dragon's breath, scorching ray, shatter
3nd level (3 slots): counterspell, fear
Metamagic (6 sorcery points)
Careful Spell: When you cast a spell that forces others to make a saving throw, you can protect some of those creatures from the spell’s full force. Spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one ). A chosen creature automatically succeeds on its saving throw.
Heightened Spell When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.
Actions.
Claw Attack. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) slashing damage.
Skeletal Warrior
Medium undead , lawful evil
Armor Class 17 (Breastplate And Shield)
Hit Points 37 (5d8+15) | Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 16 (+3) 10 (0) 13 (+1) 10 (0)
- Saving Throws STR +5, CON +5
- Damage Vulnerabilities Bludgeoning
- Damage Immunities Poison
- Condition Immunities Exhaustion, Poisoned
- Senses Darkvision 60 ft., Passive Perception 10
- Languages Understands all languages it knew in life
- Challenge 3 (700 XP) | Proficiency Bonus +2
Turn Resistance. The skeletal warrior has advantage on wisdom saving throws against turn undead.
Actions
Multi-Attack. The skeletal warrior can make 2 attacks with its longsword or longbow.
Longsword. Melee Atk.: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) slashing damage.
Longbow. Ranged Atk: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 1) piercing damage.
Reactions
Parry. The skeletal warrior gains 2 to its AC for a melee attack that would hit it. To do so, the skeletal warrior must see the attacker and be wielding a melee weapon.
Spawn of Yodenhiem
Medium undead, chaotic evil
Armor Class 10 Hit Points 76 (9d8+36) | Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 11 (+1) 18 (+) 5 (-3) 7 (-2) 3 (-4)
Saving Throws WIS +1 Damage Immunities necrotic, poison Condition Immunities exhaustion, poisoned Senses darkvision 120 ft. Languages understands the languages it knew in life but can't speak Challenge 5 (1,800 XP)
Regeneration. The spawn of Yodenhiem regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or a body of running water. If the spawn takes acid, fire, or radiant damage, this trait doesn't function at the start of the spawn's next turn. The spawn is destroyed only if it starts its turn with 0 hit points and doesn't regenerate. Tentacle Eyes. The spawn of Yodenhiem is covered in small wriggling tentacles, each ending in a small eye, it is able to see in all directions. Tentacle Infestation. If the spawn of Yodenhiem is targeted by an effect that cures disease or removes a curse, all the eye tentacles infesting it wither away, and it loses its Launch Tentacle action.
Actions
Multiattack. The spawn of Yodenhiem makes two attacks with its claws and uses Burrowing Worm.
Launch Tentacle. A tentacle launches from the spawn of Yodenhiem at one humanoid that the spawn can see within 10 feet of it. The tentacle latches onto the target's skin unless the target succeeds on a DC 11 Dexterity saving throw. The tentacle is a Tiny undead with AC 6, 1 hit point, a 2 (-4) in every ability score, and a speed of 1 foot. While on the target's skin, the tentacle can be killed by normal means or scraped off using an action. Otherwise, the tentacle blasts a small beam from its eye and burrows under the target's skin at the end of the target's next turn, dealing l piercing damage to it (the target is aware of the tentacles' presence.) At the end of each of its turns thereafter, the target takes 7 (2d6) necrotic damage per tentacle infesting it (maximum of 10d6). A tentacle-infested target dies if it drops to 0 hit points, then rises 10 minutes later as a spawn of Yodenhiem. If a tentacle-infested creature is targeted by an effect that cures disease or removes a curse, all the tentacles infesting it wither away.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage plus 7 (2d6) necrotic damage.
Will-O'-Wisp
Tiny undead, chaotic evil Armor Class 19 Hit Points 22 (9d4) | Speed 0 ft., fly 50 ft. (hover)
STR DEX CON INT WIS CHA 1 (-5) 28 (+9) 10 (0) 13 (+1) 14 (+2) 11 (0)
- Damage Resistance Acid, Cold, Fire, Necrotic, Thunder; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
- Damage Immunities Lightning, Poison
- Condition Immunities Exhaustion, Grappled, Paralyzed, Poisoned, Prone, Restrained, Unconscious
- Senses Darkvision 120 ft., passive Perception 12
- Languages the languages it knew in life
- Challenge 2 (450 XP)
Consume Life. As a bonus action, the will-o’-wisp can target one creature it can see within 5 feet of it that has 0 hit points and is still alive. The target must succeed on a DC 10 Constitution saving throw against this magic or die. If the target dies, the will-o’-wisp regains 10 (3d6) hit points. Ephemeral. The will-o’-wisp can’t wear or carry anything. Incorporeal Movement. The will-o’-wisp can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Variable Illumination. The will-o’-wisp sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The will-o’-wisp can alter the radius as a bonus action.
Actions
Shock. Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: (2d8) lightning damage.
Invisibility. The will-o’-wisp and its light magically become invisible until it attacks or uses its Consume Life, or until its concentration ends (as if concentrating on a spell).
Zombie
Medium undead, neutral evil Armor Class 8 Hit Points 22 (3d8 + 9) | Speed 20 ft.
STR DEX CON INT WIS CHA 13 (+1) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3)
- Saving Throws Wis +0
- Damage Immunities poison
- Condition Immunities poisoned
- Senses darkvision 60 ft., passive Perception 8
- Languages understands the languages it knew in life but can't speak
- Challenge 1/4 (50 XP)
Undead Fortitude : If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Actions
Slam : Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.