Walkin' In Memphis

by egotyst1

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Walkin' In Memphis

The Man in Black

Against the King

Prelude

Midnight Memphis

Welcome to the City

Memphis, the Birthplace of Rock and Roll, has a night life unlike any other town. "Devil's Music" plays throughout the neon-filled darkness, fueling revelry and vice like nowhere else. Many a wandering youth and wayward groupie has found themselves at the Crossroads. Maybe of life, or sobriety, or self-discovery, and they throw themselves on the whims of fate, only to find themselves in Memphis. Here, many become lost in the City of Blues. Rebels and losers, lost souls with no ambition but tonight, find themselves on the darker side of the city, a magical Memphis filled with danger and power, and become playthings for the appetites of the cities more… colorful denizens.


The City is ruled by the King of Memphis, who siphons power off these lost souls who wander into his domain. His Court supports his reign, performing concerts in local dens of iniquity, juke joints and honkey-tonks, leaching the souls and life from the lost. And every year the King himself holds Big Concert, a ritual to bind new Members to his rule, Inductees to the Court of the City of Blues. During this ritual, he binds the souls of inductees to the Rock and Roll Hall of Fame, ensuring their place on his court when they die.


The Adventure

This is a One-Shot campaign for up to 7 Level 12 players. Players will play a DnD version of themselves, with the beginning of the campaign turning them into a magical version of themselves, and handing out magic starting equipment. Throughout the campaign, the members are encouraged to know what they personally know, and role play as "souped up" versions of themselves.

The adventure has 3 main facets. The players will begin the adventure working for the Man in Black to stop the evil King of Memphis. They will potentially uncover two additional subplots.

  1. The Lich King of Memphis and his Court have performances to siphon power off the souls who get lost in Memphis, turning the city into an eternal purgatory for those who desire fun and lose their way.
  2. The Colonel, a demon beholder, has worked in Memphis for decades, writing contracts trading fame and fortune for people's souls. He is a demon colonel in the army of Dis, and the source of Elvis's lich power.
  3. The premier costume designer from Memphis leading theater, Playhouse on the Square, is kidnapped by the King of Memphis to make costumes for his performances. The proprietors of the theater are complicit, and are selling members and patrons of the theater to the King.

Players may focus on any of these three main quest facets, and learn as much, or little, about each vein throughout the one-shot.


Major Players


Johnny Cash, the Man in Black, renounced the evils of Rock and Roll before his death, and became a converted soul. He is a champion in the fight against the King of Memphis. He is working to overthrow the king, save the souls of both the Kings Court, and the lost souls stuck in the city, and to free Memphis and Rock and Roll.


Elvis Presley, the King of Memphis and Rock and Roll, is an evil lich in control of the magical nights in Memphis. He conducts concerts throughout the year to siphon the life energy from the souls of feckless and lost youth who find themselves mysteriously in the City. He does this personally, and with the help of his Court of Inductees, Rock and Roll Hall of Famers who have died and had their souls bound to Elvis. He is currently practicing for his annual ritual to bind these souls.


Thomas Parker, the Colonel, is a demon beholder. He trades for, and feats on, the souls of audience members and famous Rock and Rollers. He is the mastermind behind Sun Records, and hold the contract on the souls of many a famous musician. He is a demon from the Nine Hells of the City of Dis, a Colonel in Dispater's Army. If slain, he has an Infernal Puzzle Box on his person with Elvis's contract inside.

The Locations

The campaign takes place within the city of Memphis. going to roughly 7 locations, with potential confrontations at most.

  1. Elwood's Shack - A bar-b-que resturaunt and opening encounter. Here player's will get their character sheets, starting items, and basic info to start them along their way.
  2. Prince Mongo's Castle - A modern castle in the City. Home to the Devil Titivilus, masquerading as Prince Mongo, arch rival to the Colonel. He is willing to help the party, but does not negotiate in good faith. Has a great deal of information about the Colonel's doings.
  3. Playhouse on the Square - The playhouse where the Costume Maker worked and was kidnapped from, and a new avenue for siphoning souls and power into Memphis.
  4. Honky Tonks along Beale Street - Night clubs in the party district. This is the primary locus of lost rockers and multiple concerts from Rock Legends throughout regular nights. A perpetual party and purgatory.
  5. Sun Records - An office and museum over the top of a demon lair. Here is where the contracts for the souls of Rock and Rollers are stored. Additionally, there is a portal underneath to The Pyramid Arena and a portal to Dis.
  6. The Pyramid Arena - Huge concert venue for Elvis's Annual Concert and a culminating battle with the PCs. Portals under the Pyramid lead to Sun Records and Graceland.
  7. Graceland - Lich's lair and mansion. It is heavily fortified and inaccessable from a "frontal assault".

The Flow and Feel

Everyone has a plan until they get punched in the face.
  • Mike Tyson

The flow of the adventure is to start at Elwood's Shack. From here, the players are free to roam Memphis at their leisure. They will generally go to Beale Street or Prince Mongo's next. They organically go through these places.

From Prince Mongo's OR Elwood's Shack, the GM can have the players or NPC get a phone call about the kidnapping of the Costume Maker, sending the players to the Playhouse on the Square and starting that sub quest.

While on Beale Street, any NPC can call attention to the "Rising Eagle" symbol of the Colonel seen on the bad guys, and the players can be guided to Sun Records.

The players should be continually directed to The Pyramid Arena to stop the Final Concert and Binding Ritual. It should be made clear to them, via interaction with NPCs, members of the court, and fliers on Beale Street, that there is an upcoming concert AS WELL AS a set of rehearsals prior to the concert itself.

Regional Effects

There are two powerful evil forces at play in Memphis: Elvis and Colonel Tom Parker. Each has a set of regional effects in place.


Elvis Regional Effects

Note: None of these regional effects take place within earshot of a Johnny Cash Song

  1. While outside, faint blues music can be heard at the edge of hearing, instead of silence.
  2. Creatures under the effects of mind altering substances can sometimes see into the demiplane of Magical Memphis.
  3. Digital technology does not work in Memphis unless Johnny Cash music is playing.
  4. All Performance(CHA) checks have ADV and all Survival(WIS) checks have disadvantage.

The Colonel Regional Effects
  1. Creatures sometimes feel as if they are being watched.
  2. When a creature hostile to the Colonel finishes a long rest in Memphis, the are subject to the effects of a random eye ray.

City of Music

This one-shot is based around music and a love of Rock and Roll. It is recommended that the DM plays music throughout the adventure. The artists on the King's Court all have great hits to play. When PCs are in a place of stability and safety, play music by Johnny Cash. When in doubt, play sad Elvis songs, to mimic the regional effect.

Chapter 1: The Midnight Train

In this section, the party is introduced to the primary friendly NPC and guide, Johnny Cash. Throughout the module, he is referred to as "The Man in Black".

He meets them at a Crossroads in their town, while they are out partying. Crossroads are a magical place in American mythology. Many have gone "down to the Crossroads at midnight" to sell their souls do the devil for fortune and fame. In this module, Crossroads represent places of power where the lost can find their way into Memphis.

The Man in Black meets the group out while partying and strikes up a conversation. He warns them of finding them at the Crossroads and the dangers therein. He requests they, instead, help him in his quest to save Memphis. He puts them onto a mysterious train that takes them from the Crossroads of the town they are in to Magical Memphis, and Elwood's Shack.

Roleplaying The Man in Black

In his life, he was a no-good scoundrel. In His aged years, however, he tried to reform himself. In doing so, he gained a path to salvation in the afterlife. He knows the dark underside of Rock n Roll, yet wants to redeem himself, and those wayward souls taken by the music. He is a redemptive angel working against The King of Memphis, Elvis. Throughout the one-shot, if players are stuck, he can step out of the shadows to assist them with information.

  • Alignment: Neutral Good. Primary antagonist in Memphis to the King. Helpful to the party, but his hands are tied in direct intervention. He can intervene with influence. If asked, direct intervention is reserved for the Man.
  • Goals: Take out the King of Memphis and release the city from the evils of the King, redeeming himself in the process.
  • Accent: Sounds like Johnny Cash. Low, slightly southern, clear baritone. See: song Hurt and When the Man Comes Around.

Read the following:

The Group has spent the evening partying. After leaving the bar, they end up wandering the streets in a slightly drunken stupor. One of the members, drunk and silly, falls to their knees at a Crossroads. From the shadows a Man in Black, hooded and his face wreathed in shadows. He begins to speak: "You are headed down a dark and winding road, my friends", he says. "Are you lost and looking to wander, or are you someone who can find their way?"

After they answer, he continues, and a mournful train whistle blows in the distance and he continues to speak.

"If you think you can find your way/if you want to wander into adventure, I have a path for you to tread. The beginning of the line. The testing of your mettle. The man has come around. Hear the pauper, hear the piper, son. You want to walk this line?"

When they answer "Yes" to walking the man's path, a long train appears beside them, clacking through the night.

"This train line is bound for evil, headed to the Court of the King. I need your help to stop 'em. But… I recommend you get off before the final stop… 'cause you ain't ready yet. I'll call in a favor and have you visit a friend of mine, to help you get ready. All aboard, son."

And with that, he turns and walks away, melting into the shadows. Begin playing the song "Midnight Train to Memphis" by the Steeldrivers.

The group jumps into one of the passing open train cars. Have them all make an athletics roll to jump onto the slowly moving train. Narrate the rolls for fun.


The train stops at Elwood's Shack.

Elwood's Shack

Elwood's is a small shack on the outskirts of town, in a hardware store parking lot. It is greasy-spoon barbeque joint with the best barbeque in Memphis. Elwood, the proprietor and cook of this magical, transcendent bar-b-q, is an old hippy with a "Tommy Chong" style accent.


If they ask, the players can learn the following information"

  • He knows of the King, and is terrified of him.
  • He is friends with Man in Black, who has told Elwood of the parties arrival.
  • Prince Mongo is scary, but probably the most knowledgeable guy around about the goings-on in Memphis
  • Beale Street is dangerous, but can be a Far Out time!

After entering the resturaunt, Elwood greets the PCs like old friends, mentioning that he was waiting on them. The players are offered a meal that has already been paid for. A jukebox is playing Fulsom Prison Blues by Johnny Cash.

Magical Barbeque

Elwood's food, when eaten, turns the players into the final versions of their DnD character: a level 12 DnD version of themselves. Make a big deal about the food and the magical transition the players feel from eating the best barbecue in Memphis.

Elwood, in addition to the food, also provides the group with a gift from the Man in Black: a bag of holding that looks like a guitar case. Within are the base weapons and armors for the party. The items themselves sing to the correct player, weapons feeling perfect in their hands, powerful even. And the armor fits everyone perfectly, as if it were bespoke and made especially for them.


In the course of the conversation and meal, have anyone with a perception of over 12 get the feeling they are being watched [Beholder Regional Aura].


Prelude to Confrontation

While eating, in walk 2 Court Knights:

Kurt Cobain and Mama Cass


Read the Following:

While you are finishing your meal and going through the guitar case, feeling stronger and more in-tune with life than ever before, you hear a jingling bell at the front of Elwood's. You look up and in walk a man and woman, vaguely familiar.

The man is gaunt and tall, stringy yellow hair hangs down around his face. He is wearing a plaid flannel shirt, unbuttoned, and torn jeans. The woman is fat, with long wavy brown hair, a dress covered in grease stains and an air of gluttony surrounding her.

The man walks to the jukebox and says "None of this shit..." and changes the song. As he does, you notice the back of the man's head, shoulders and back are covered in dark blood, stained almost black. The woman says to Elwood "We're here for the King's fucking dinner!"

Play "Jesus Don't Want Me for a Sunbeam" by Nirvana.

Anyone with proficiency in history, who was born before 1990, or who loves music can roll a DC10 History or Perception check to see if they recognize either of the pair. Give the players their names.


Elwood is visibly frightened of the two newcomers. He rushes to get the food right away. Cobain and Cass ignore the PCs. If the PCs try to engage them in conversation, they brush them off and generally ignore them. They are exceedingly rude to Elwood throughout the interaction.


If the PCs elevate things to being confrontational, the two will attack. Roll initiative.


After the fight

Elwood thanks them, answers any additional questions the PCs have, and begs them to help cleanse the evil in Memphis. Additionally, the DM may use the time here, while Johnny Cash is playing on the jukebox, to interject a phone call regarding the kidnapping of the Costume Maker from the playhouse on the Square, goading the PCs into Chapter 3.

If the players loot the bodies, they find morsels of rotten food within the dresses of Mama Cass. On Kurt Cobain's body they find a Heart Shaped Box. This is an Infernal Puzzle Box. Inside is a contract for the soul of Courtney Love, who will be bound to service to the Colonel upon her death, regardless of her Rock and Roll Hall of Fame status.

Chapter 2: Prince Mongo's Castle

Prince Mongo's Castle is a literal castle in the heart of Memphis. In it lives Prince Mongo, a devil from Dis masquerading as an eccentric Man of Memphis. He walks the line between the Mundane and Magical Memphis, and keeps his ear to the ground regarding the goings-on in the city, on both sides of the veil.


The castle is strange and out of place, a medieval relic located in the middle of the city. It is unlike anything around it. The castle itself is protected against the evil magics of the King and Colonel. Throughout the castle, only classical music plays, in minor keys, dissonant and oppressive. None of their regional effects take place within. Here lives Prince Mongo.

Upon the arrival of the party, read the following:

In the heart of Memphis, surrounded by urban sprawl, lies an incongruous building: a castle of medieval proportion, dilapidated and crumbling, dirty and unkempt. It has, however, a strange feeling. It is aloof from the city and seems untouched by the eldritch aura pervading you since your arrival, much in the same way it is untouched by modern architecture.

Devil in Disguise

The chief resident of the Ashlar Hall, the Castle in the middle of the city. Prince Mongo says he is 333 years old and from the planet Zambodia. In fact, he is the devil Titivilus, and originally an advisor to Dispater himself. Though originally Dispater's advisor, he was ousted and humiliated at the hands of the Colonel and has lost all status on the Hell plane. Because of this his goals are in line with Johnny Cash's: ending the reign of the King and Colonel. He has a personal vendetta against the Colonel, and is willing to help the party to ruin the Colonel's plans.


Prince Mongo is a face worn by the archdevil. He casts alter self at will to perpetually seem like he is a regular human. Additionally, he is never in the same room as the players when they meet him, projecting himself via the Mislead spell. Throughout the castle, he is attended by a small army of invisible imps who are in service to him, flying throughout the castle.


Within the castle, there are myriad magical artifacts. Almost every object of power holds a curse. For any item taken, ensure Prince Mongo let's them know the item comes with a price. If a player fails 3 DC15 Wisdom saves while in possession of an item from Mongo they did not bargain for, they suffer the effects of a curse of your choosing.

Among some of the more interesting items in Mongo's castle are:


  1. An Iron Flask with an Erinyes named "Lythil" inside.
  2. A small chest filled with Soul Coins, highly valuable to devils.
  3. Ring of Mind Shielding
  4. Sovereign Glue
  5. Immovable Rod

Roleplaying Prince Mongo

Prince Mongo is capricious and mercurial. He will not hesitate to use his spells on the party to compel them to go against the Colonel and disrupt his operation. He is a devil by nature and is not free with information, but always looking to make a deal and extract a fee for anything he gives. Additionally, he does not negotiate in good faith and is VERY much prone to lying for his own ends.

  • Alignment: Lawful Evil.
  • Goals: He lives to see the Colonel's status brought down. He will do almost anything to see the Colonel lose face or rank within the army of Dis.
  • Accent: Higher pitched and oily. Speaks in seeming riddles and non-answers.
  • Behavior: Working to create plots within plots within plots. Continually angling for making deals with the players.

The Devil You Know

He knows the following key points of information, which the players can learn from him through roleplay. These secrets should come at a higher and higher price:

  • The souls of those who watch the concerts in Memphis are slowly drained while in attendance, giving the King more power.
  • The King is always looking for more avenues to bring people into Memphis.
  • The power of the King of Memphis is originally from the Colonel. It comes from the Infernal contract he signed.
  • Sun Records, and the contracts inside, is the seat of the Colonel's powers.
  • There is a way, somehow, to get into Graceland from under the Pyramid Arena.

Regardless of information bargained for, ensure Prince Mongo mentions the upcoming event being put on by the King.

While here, the players can use their cell phones. During the time here, players, or Prince Mongo, maybe be contacted about the disappearance of the Costume Maker from the Playhouse on the Square, goading the players into Chapter 3.

Chapter 3: The Playhouse Kidnapping

The Playhouse on the Square is a preeminent theater in the city of Memphis. It has been slowly growing in stature, and, as such, has become a draw to patrons across the region.

Because of this increasing popularity, the King has started to take notice. He believes the Playhouse is a new method for captivating audiences, and has had his lackeys reach out for the ability to play to audiences . The theater has recently started having Elvis tours, draining more power into the Court.


The King has been paying the managers of the theater, Mike and Whitney. They are in league with the King, getting money for the theater and providing access to the customers.

The Best Jumpsuits

The King had heard of the talent of the Costume Designer at the Playhouse. He wanted her to make costumes for his upcoming Annual Ritual Concert. He brokered a deal with Mike and Whitney, who sell her off to the King.

Growing Power, Thinning Veil

This is an important event in Memphis, because it marks the first time the King has reached out directly to pull in an Innocent from the Straight Side of Memphis. It shows his powers are growing, and that the line between Mundane and Midnight Memphis is growing thin.


This is concerning to The Man in Black and Prince Mongo. It should be focused on as imperative for the players to rescue the costume maker, if possible. Either of them shold tip off the party to Investigate the theater.


Ill-Gotten Gains

While investigating the theater, things are quiet. Eventually, the PCs should find their way to the Costume Workshop. The players may investigate the costume workshop. If they do, they find no blood. It seems like there was a fight, but no one was injured. There are no magic items here.


Read the following:

The room is cluttered and haphazard, a controlled chaos of a workshop where it is obvious many hands come together to create. It is filled with bolts of fabrics of all kinds, and is wall to wall with hung garments. However, there are obvious signs of a struggle. Dress fitting mannequins are thrown to the ground, hangars and costumes look to be ripped off the hanging rods and strewn about in true chaos. A broken sewing machine lies on the floor

If the players investigate outside of the workshop, have them make an Investigation(INT) check OR a Perception(WIS) check. On a 15, they succeed and hear someone in the office of the theater. It is Mike and Whitney, the crooked managers of the theater. They are in their office, counting money and drinking champagne in the office. They have been recently paid off by the members of Elvis's Court, and are celebrating their good fortune.

Roleplaying Mike and Whitney

The two are RPed as a pair. They are not expecting anyone and are immediately confrontational with the PCs. They make it clear they are the authority at the Playhouse, and the PCs are not welcome. They are hostile to the PCs and will not be swayed by Persuasion checks.


They are cowards, however, and can be coaxed into giving up information by an Intimidation check. What they are willing to divulge:

  • DC10: They are the managers of the Playhouse. They have worked there for years. They are working a late night.
  • DC15: They had a deal to not be there for a certain time tonight, and to make the Costume Designer work late. They only know they were getting paid for it. They say they don't know from who.
  • DC20: They knew who was paying them for the Costume Designer. It was a guy with a bad Ziggy Stardust costume. He showed up with a couple of greasers wearing leather jackets that all had an eagle and a setting sun on them in rhinestones.
  • DC25: They have been working for this group for a while, and they are paid to keep the Elvis museum and tours going.

You may chose to divulge this information through good roleplay instead of ability checks.

The PCs can interrogate the pair for a length of time. They are given a trickle feed of information. Allow the PCs to make intimidation checks after each feed of information, as long as they continue to get higher on each check. If the PCs roll lower than their previous checks, or if they fail to hit the DC10 requirement, then the pair clam up and refuse to give them anymore information.


The Kidnappers Return

To end the interrogation, have the PC with the highest perception hear a loud noise coming from the main theater. The noise continues to get louder. Eventually, the PCs are able to make out the sound of a man singing. The hear, getting louder and louder "Ground Control to Major Mike!"

As it gets louder, eventually, Mike can hear it too. He and Whitney get visibly terrified and works to have the PCs leave. He and Whitney also try to leave.


If the PCs leave, the encounter is over and they can go somewhere else.

Ziggy Stardust


If they investigate the singing, they find a band of people standing in the main hall of the theater: A man in a Ziggy Stardust outfit and a group of goons with him, in leather jackets with a rhinestone eagle and sun on them.

The players can fight or try and sneak out. If they try and sneak up on the group, they are working against the passive perception of the entire group.

If they engage Ziggy Stardust in conversation, they find out that he has a posh British accent and has come back to the theater to procure a sewing machine. He tells them to get out and that they might enjoy themselves on Beale Street, or stick around to see the King at the Pyramid.

He is willing to fight. If provoked, he and his goons will fight to the death. If the party decides to leave, he does not pursue them.

Eagle and Sun

This design represents the demons-in-disguise who are working directly for Colonel Tom Parker. They are distinctly different when they die, and disappear in smoke and fire, leaving behind only a smell of brimstone.

If the PCs loot his dead body, they find a sachet filled with 1d6 pinches of white, powdery Stardust on his person.


Stardust

A pinch of this dust can substitute for the material components of any enchantment spell of 3rd level or lower. If a creature breathes in a pinch of Stardust, roll percentile dice and consult the table to determine the effect.

d100 Magical Effect
01-70 The creature sprinkled with dust gains a flying speed of 60 feet for 10 minutes.
71-80 The creature sprinkled with dust must succeed on a DC 15 Constitution saving throw or fall unconscious for 1 minute. The creature awakens if it takes damage or if it is shaken or slapped as an action.
81-90 The creature sprinkled with dust must succeed on a DC 11 Wisdom saving throw or be affected by a confusion spell.
91-00 The creature sprinkled with dust becomes invisible for 1 hour. Any equipment it is wearing or carrying is invisible as long as it is on the creature's person. The effect on the creature ends if it attacks, deals any damage, or casts a spell.

The Costume Designer

The Costume Designer is being held at Graceland. Members of the King's Court MAY know this information. They also may know there is a teleportation circle beneath the Pyramid Arena that can take anyone to Graceland. Colonel Tom Parker 100% knows this information.

Chapter 4: Honky Tonks on Beale Street

Beale Street is the heart of music and rock and roll in Memphis. The street is lined on both sides with bars and night clubs. The lost souls who find their way to this side of Memphis generally find themselves here. The streets and clubs are filled with semi-zombie people, in various stages of their lives, looking for escape. Beale Street is happy to give it to them.

Legends of Rock

Each bar on the street is headlined by a legendary rock and roll act, an inductee of the Rock and Roll Hall of Fame who has died, or a group of them. These trapped souls play endless concerts, their souls bound to the King and, but extension, The Colonel and Dis. Their concerts draw fresh souls to Memphis, and keep them trapped here for periods of time, funneling their life force into the King.

The streets and venues themselves are filled with people in various states of partying. Some are raucous and crazy. Some are in a stupor. Some are further along the path of having their lives sapped away.

The shows themselves have multiple potential dangerous effects on the PCs. They are very dangerous events, should the PCs attend.


Read the following:

Beale Street. The sinful side of town filled with the parties and people your mother warned you about. The street is lined with honkey tonks and gin joints painted like cheap whores. Flashing neon bright in your eyes, the stench of booze, smokes and piss fills your nose, and the clashing noises of a hundred different rock and jazz tunes spill into the air.

The streets are filled with rockers, young and old, some cheering and jeering, some shuffling along, all with a look of hunger or despair in their eyes.

Welcome to the Birthplace of Rock and Roll, motherfuckers. Welcome to Beale Street.

Once on Beale Street, the players can enter any of the various bars along the street. If they do not care which they go into, they can enter at random. Roll a d8 on the following table

Clubs on Beale Street

d8 Club
1 Blues City Cafe and the Band Box
2 B.B. King's Blues Club
3 Club 152
4 Rum Boogie Cafe
5 Silky O'Sullivan's
6 Alfred's on Beale
7 The New Daisy Theater
8 Mr. Handsy's Blues Hall

Each club, with the exception of B.B. King's Blues Club, has a random performing act within. If they go into B.B. King's Blues Club, they will meet B.B. King. You can either describe the act prior to their entrance, allowing them to pick a club based on the music, or roll randomly on the table below. Use a prominent, top charting song for the artist listed.

King's Court Performers

d8 Court Member Backup
1 Aretha Franklin 2d4
2 Jimi Hendrix 1d4
3 Isaac Hayes 3d4
4 Janis Joplin 1d4
5 Tina Turner 2d4
6 Stevie Ray Vaughn 1d4
7 Jim Morrison 1d4
8 Roy Orbison 1d4
9 Prince 2d4
10 Your Choice xd4

When describing the artist, be sure to frame their gaunt appearance. They are an undead version of themselves, their souls under contract to the Colonel, a Demon from Dis, and in servitude to the King. Ensure the PCs understand the evil nature of their performance. The PCs can make a DC20 Arcana check. If they pass, inform them of the ability for the ritual songs to drain the life-force of people who listen.


Concert of a Lifetime

While investigating the performance halls, the PCs may notice fliers on the walls advertising the upcoming performance by the King. This performance is a binding ritual to recruit new Rock and Roll Hall of Famers, binding their souls to the King's Court. The flyer say the performance date is in one day's time, and that all artists listed on this page will be making Guest Appearances. This information is critical to the party, as it sets up the final confrontation at the Pyramid.

Building the Encounters


Within each club, there are a number of back up band performers on stage with the primary artists, generally three. Or, roll the indicated number of d4s to determine how many band members are playing with the Court member. All members of the band are wearing articles of clothing emblazoned with a rhinestone Sun and Eagle. The PCs may recognize this from the Theater, where Ziggy Stardust's goons were wearing the same symbol. This is the symbol for all members loyal to the Colonel. It represents his being a Colonel, as well as Sun Records.


The clubs themselves are filled with audience members. These members act as difficult terrain as the players try to navigate through them.

Additionally, there are always 1-2 invisible watchers for the Colonel monitoring the goings-on within all of the clubs. They are beholder-kin known as Spectators. These Spectators can be seen via Truesight and Blindsight. They telepathically report all disturbances back to the Colonel. If the PCs attack, they will help defend the artists on stage.


Enjoying the Show

While sitting and listening to the music at the concerts, the PCs are effected by the music in much the same way as the members of the audience. Employ the following checks for the songs being played, at your discretion.

dc Save Song Effect
12 Wisdom Be Charmed by the performance. They stay Charmed this way until they take damage.
15 Wisdom Be Stunned on a failure. They remain stunned until they take damage.
12 Constitution If they get too close to the stage, be Deafened. This condition lasts until they leave the club.
15 Constitution If they stay for an entire song, their Maximum HP is permanently drained by 1d4.

If the players interrupt the show, or try to get on stage during the performance, the band members will attack. During this fight, the PCs may target the instruments and/or speakers of the performance, negating the effects mentioned above. If they do not, and any member of the band continues to play, have the players make the same checks at the top of initiative.


All Rock Legend members of the King's Court who are NOT disposed of while the players are on Beale Street will be at the Pyramid Performance Hall on the day of the final performance.


All band members' stat blocks are listed in the appendix.

Purgatory for the Fans

The audience members on Beale Street will not go hostile on the PCs. However, if they are killed, the DM should remind the players of their wretched, and generally innocent, nature.

Once a member of the Court has their HP reduced to zero, their appearance changes. Their undead features fall away, and they look more human than before. They are able to speak a dying soliloquy. If the PCs try to engage a dying member of Court, have them make a Persuasion check. They are able to glean the information from the table below. Feel free to spread this information among multiple Court Members. Or, if the players are lacking in information, have a dying court member becon them over and give them a good piece of necessary information.

Dying Court Members Last Words

dc Information
10 This year's concert has a dress rehearsal later that night, and members from court will be in attendance.
15 They are afraid of the Colonel and should have never started talking to him.
20 They want to die the true death, but cannot while their soul belongs to the Sun and Eagle.
20 They encourage you to help the Man in Black against the King.
25 The Colonel holds the contract for their soul at Sun Records.
30 The Colonel is able to teleport from Sun Records to the Pyramid Arena.

They have no information about Prince Mongo.

If the Spectators have not been killed before the party talks to a dying member of the Court, they will report the information to the Colonel.

Beale Street Loot

Artist Item Short Description
Any Cigarette of Obscuring A cigarette that is permanently lit and never goes out, forever smoking. Cannot deal damage. 3 Charges, refresh at Dawn. Cast Fog Cloud centered on yourself using 1 charge. No concentration. Lasts 1 minute.
Jimi Hendrix Headband of Fretting Purple Paisley Scarf. Requires Attunement. Expertise in Slight of Hand. Make Performance checks with Advantage.
SRV Bolero of Shredding Black bolero hat. Requires Attunement. Expertise in Performance. Make Slight of Hand checks with Advantage.
Janis Joplin Rose Colored Glasses Rose, round sunglasses. Requires Attunement. 3 charges, refresh at Dawn. Speak the command word and expend a charge: you have 60ft of Truesight for 10 minutes.
Prince Flask of Dove Tears An opulent pearl flask. Filled with 1d4 sips of Elixir of Health. Refresh 1d4 sips at dawn.
Isaac Hayes Shaft A large, black, magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. Altered Outcome.: The staff has 6 charges. As a bonus action, you can expend 1 of the staff's charges to give yourself or one other creature that you can see a d4. The recipient can roll this d4 and add the number rolled to one ability check, attack roll, damage roll, or saving throw it makes before the start of your next turn. If this extra die is not used before then, it is lost. If you expend the staff's last charge, roll a d20. On a roll of 9 or lower, the staff becomes a nonmagical quarterstaff that breaks the first time it scores a hit and deals damage. On a roll of 10 or higher, the staff regains 1d6 of its expended charges. When you use Altered Outcome, you have a 1d6 penalty to your next d20 test.
B.B. King Lucille A beautiful, black electric guitar. +2 Great Axe. Deals an additional 1d6 Psychic damage on hit. A sentient, chaotic neutral weapon, with a moody disposition. Lucille speaks directly into the mind of the wielder and sounds like a sultry female voice. She constantly tries to depress the wielder. Cursed: While wielding, you have disadvantage on Wisdom saving throws. Sing the Blues: 3 charges per day: on hit cause target to make a DC15 Charisma save or have speed reduced by half. Doesn't use a charge on failure.
Roy Orbison Figurine of Beauty An ivory figurine of a beautiful woman. When the holder speaks the command word, the figurine becomes a gorgeous woman named Julia. She is hard of skin, made of animated ivory. She is friendly to the holder of the statuette, and manifests for 30 minutes, until her HP is 0, or until her command word is spoken again. If she reaches her maximum time, or HP drops to 0, she cannot be summoned again for 2 days. Her command word is "Pretty Woman".

Chapter 5: Sun Records

Sun Records a famous recording studio in Memphis, the original recording studio for Elvis Presley, Johnny Cash, Roy Orbison, Little Richard, and more. Now, in Midnight Memphis, it is a building that radiates evil, the office and lair off the Colonel, Tom Parker.

Hidden Below

In the surface of the building is a museum. Below the surface museum and office, however, it is the lair of a Beholder demon. In this lair there are multiple portals for teleporting to important locations. Primary among the portals are one to under the Pyramid Arena. Another portal is to Dis, a kingdom of the Nine Hells where Colonel Tom Parker is a high-ranking court member for the Archdemon Dispater himself.


Read the following:

Before you is a rundown brick building on a tired corner of Memphis. A neon Marquee reads "Sun Records" and, emblazoned on the side is an Eagle, resplendent over a setting sun. Even the least attuned to the arcane among you can feel deep, magical power pouring from the building. It electrifies the air and fills you with a sense of dread. You have an intrinsic knowledge that here lies evil.

While in Sun Records, the PCs should investigate the museum. Here, they learn about many famous artists and pioneers of Rock and Roll who were contracted with the recording studio. They learn that each of these rock legends had, at some point in their life, signed a contract with Sun Records. Have the PCs tour the museum. Call out the many displays and pictures of the artists mentioned above, and their history with the studio.

Contractual Hell

Eventually, if they continue to investigate, they find a door labeled "Colonel Tom Parker". This door is locked, physically, and Arcane Lock has been cast on it. The players can open it with a dc15 Slight of Hand check to pick the regular lock. This DC increases to DC25 while Arcane Lock is active. Inside, is an invisible Spectator. It telepathically notifies Colonel Parker of the intrusion. If the members try to investigate this room, the Spectator will immediately attack.


During the fight, a filing cabinet will be knocked over by the Spectator. below the filing cabinet is a large round hole, leading to darkness. This tunnel leads to the basement of Sun Studios, and the lair of the Beholder Colonel Tom Parker. The fall to the bottom is roughly 20 feet. Players may use any means at their disposal to safely travel to the bottom.


The Lair of a Demon

If the PCs do go into the hole, they enter the lair proper. The lair is comprised of a maze of rounded tunnels. The angles are all weird and not on a gravitational axis, with tunnels extending in all different directions.

Read the following:

Before you lies a cold, dank series of labyrinthine tunnels, hewn out of what seems to be bedrock. There are twists ahead, distorted angles, supported by columns and decorated by statues perverse and alien. There are large holes in the tunnels, above and below. Your sense of reality feels skewed. Deep within the tunnels, you feel the evil is stronger, emanating from deeper into the maze.
To progress through the maze, they must succeed on a series of Skill Challenges to navigate. The Spectator in the room above notified Colonel Parker, telepathically, of the intrusion. When no reply is received, the Colonel sends demons from Dis The longer the PCs are down in the maze, the more time is wasted. Additionally, failures will push them into potentially bad places within the maze, which is filled with traps and horrors.

The initial DC of navigating the labyrinth is DC15.

Beholder Maze Skill Challenge

Players must succeed on 5 DC15 navigation tasks to find the inner chambers of the Colonel. Have players give a reasonable method for navigating, then allow them to make a skill check with their chosen skill. Default is Survival.

  • Each success represents them quickly navigating the chamber.
  • Each failure results in a dead end, a collapsed tunnel, or any other number of situations. The DM may also add small skill checks throughout for small booby traps, rock falls, etc.
  • Each failure represents 10 minutes of being lost.
  • In the final chamber of the lair, they encounter 1 Bone Devil and 1 Spectator.
  • For every failure, a Chain Demon teleports from Dis to the final chamber. Narrate the sound of crackling and a surge of arcane energy somewhere in the labyrinth to signal the teleportation into the lair.
  • Additionally, roll for the chance of Colonel Parker arrive, based on the following criteria. For each failure, make a DC20 check to see if Colonel Parker arrives. Lower the DC by 3 for time he does not arrive.

Beholder's Lair

The final chamber is wreathed in purple arcane energy. Evil permeates the very walls. The room itself is large, with a rocky floor spreading out in front of them. In the center of the room is a large circle of purple and red, emblazoned on a floor. Chains festoon the walls. The floor itself has holes throughout, leading to an abyss below.

Portals to Pyramids and Hell

In the final chamber, the PCs encounter the accrued demons. Roll initiative. In the room, there is a teleportation circle in the middle of the chamber. It is surrounded by two circles of glyphs. The outer circle is wreathed in orange light, and the demons themselves crackle with orange energy. If/when Colonel Parker arrives, the surge of magic and crackling energy is purple light.

Any PC proficient in Arcana can try and make a DC15 check to recognize the runes as two large teleportation circles. If they hit a **DC20 **, they know that one of the portals teleports somewhere on this plane, DC25 the underground of the Pyramid Arena. The other to a separate plane altogether DC20, and on a DC25 Dis.

Soul Men, Contracts for Fame

Against one wall is a standing coffin-shaped cabinet, wrapped in tentacles.

To anyone who casts Detect Magic, the cabinet is strongly magical. It is locked by an Arcane Lock. The DC to unlock the cabinet is DC25 while the Arcane Lock is active. If the PCs want to investigate, they may find multiple spell scrolls.

dc Spell Scroll
10 Dispel Magic
15 Teleportation Circle
20 Resurrection
25 True Sight
30 Disintegration

Also in the coffin are more, different scrolls written on vellum, smooth and supple, in Infernal. Anyone proficient in Nature notices that these don't feel like regular calf skin, and the ink is dried black, like blood. These are the contracts of the rock and roll legends who signed with Sun Records BEFORE they died. Among them are B.B. King and Roy Orbison. Elvis's contract NOR Johnny Cash's are in the group.

If any players can read Infernal, they can learn how to destroy the contracts. They must have **Dispel Magic cast on them at 6th level ** "Three and Three you Must remove the magic herein", then burned on-stage during a concert "Aflame with the approval of 1000 eyes". This will render the contracts null and void, and release both parties from their terms.

Chapter 6: The Pyramid Arena

The Pyramid Arena is a giant black glass pyramid in the Heart of Memphis. It was previously used as a concert venue. It is currently a Bass Pro Shops retail store. In Midnight Memphis, it is a concert venue and the location for the Ultimate Concert and binding ritual for the King, Elvis Presley.

The method and day of arrival will have a large impact on the encounter.

They can either arrive during the Dress Rehearsal or during the actual Concert. If they take a long rest during the campaign, they MUST arrive during the concert itself. If they actively try, and do not take a long rest, they can arrive during a dress rehearsal.

If they find the portal under Sun Records, they CAN use it to put themselves UNDER the Pyramid Arena. If they have not taken a long rest, this will be during a rehearsal.


Dress Rehearsal

If they arrive during a dress rehearsal, there will be FEWER Court members in the show. Roll 3d10 on the Beale Street artist table to determine who is at the dress rehearsal with the King. If the member rolled was killed earlier in the campaign, choose at will. These members will be on-stage with The King during rehearsal.

There will also be 5 roadies in the audience section of the arena. These stat blocks are in Appendix A

There will be no one in the audience.

If they try to go straight in through the front door, they will be spotted prior to arrival and will be surprised by the Colonel and a random member of the Court that is not performing at rehearsal. This will be done at the door of the arena. If the Colonel is dead, they will be surprised by 2 members of Court who are not at rehearsal, and have not been killed.


Concert

If they wait until the day of the show, ALL members of the Court still alive will be there. There will also be an audience of rabid fans.

The rabid fans will be on the arena floor. If they choose to go through the front doors of the arena, they will not be surprised by the rest of the groups. They can mix in with the crowd and just work their way in to attend the rock show.


In either rehearsal or show, if they take the portal from Sun Records they arrive in the depths of the Arena. From there, they are able to make their way very close to the main stage. This will allow them to bypass the fans and/or surprise squad.

If approaching via teleportation circle from Sun Records, read the following:

You arrive, wreathed in purple arcane energy, in a room similar to the one you just left. The energy crackles and dissipates, and slowly fades away. On the floor is a similar configuration of runes to the ones you just used. There are more additional complex runes outside of the destination circle for Sun Records. They look similar, but not exactly the same. Before you lies a long tunnel. It is similar to lair which you just left, but more straightforward and less alien. The ground is split by what appears to be a stream of dark purple ichor. You can hear sound, and see light, coming from ahead down the portal.

While making their way towards the door, if they arrive, they are ambushed by the Colonel and a Lonely Sorrowsworn (see Appendix B for stat block). If Colonel Parker was previously killed, they make it through with no event.

The passage eventually leads them out to a door to the floor of the arena, 60ft from the left side of the stage where the King is performing.


If approaching from the outside, going in through the front, read the following.

In front of you looms a giant black pyramid, wreathed in active purple light. Bright purple lights pulse from the entrance. Music is playing from inside. You proceed through the foyer, working your way deeper into the giant arena.

Regardless of the method of entrance or time of entrance, they will encounter Elvis Presley, the King of Memphis, performing on stage with a backup band. This is an exceptionally deadly encounter. Elvis is a high-level lich, with many legendary actions, resistances, spells and effects at his disposal. The PCs should approach the fight with caution.

Roleplaying Elvis Presley

Elvis is a lich bard. He controls Midnight Memphis, creating a Den of Iniquity, and perpetuating a seedy nightclub environment. He is suave, and revels in the attention and adoration of his fans. He is a consummate entertainer and always looking to gain new fans and impress old ones. He revels in power and the contract he has made with the demon Colonel Tom Parker, and shows no remorse for what he has become, or what he has made of other legends and Memphis.

Alignment: Neutral Evil. Working to perpetuate his ceremony and concerts.

Goals: Bind the souls of dead rock legends to him and his court, perpetuating his power and legacy as the king of rock and roll.

Accent: I mean, it's Elvis.

Behavior: Elvis will respond with swift anger when his performance is interrupted. He will generally use minions to do his bidding. He will Dimension Door out of combat and flee to Graceland when alone and/or reduced to 50% HP.

Showdown at the Show

Inside the arena is a two-part battlemap. There is a large, raised stage in one corner of the pyramid, with a floor-level open space for the audience in front. On each side of the pyramid is a elevated balcony acting as a second floor.

The concert here is similar to those on Beale Street, but much harder to resist. The following effects are in play:

dc Save Song Effect
15 Wisdom Be Charmed by the performance. They stay Charmed this way until they take damage.
20 Wisdom Be Stunned on a failure. They remain stunned until they take damage.
15 Constitution If they get too close to the stage, be Deafened. This condition lasts until they leave the club.
20 Constitution If they stay for an entire song, their Maximum HP is permanently drained by 1d4.

Players can work to sabotage the PA system, negating the effects of the concert.

If it is during the actual concert, the crowd is filled with Rabid Fans. They act as difficult terrain. If the PA is destroyed and the concert is ended, the Rabid Fans all turn on the players. Use a basic zombie stat block for all Rabid Fans.


Ending the Combat

If Elvis is ever on-stage by himself or if he has less than 50% HP, he will cast Dimension Door from combat. Soon after he does, the PCs will feel

  • An incredible surge of magical power directly below the stage. If they arrived at the arena via teleportation circle, they will feel a resonant
  • A crackle of arcane energy in the air, exactly like they felt upon their own arrival at the Pyramid.

Under the Arena

Below the arena is similar in nature to the Beholder's lair below Sun Records.

The place is wreathed in purple, arcane light and energy.

If the players try to head this way after fighting Elvis, they can find a new teleportation circle similar to the one in Sun Records. This one was >recently used by Elvis and takes them into Graceland.

If a player succeeds on a DC20 Arcana check, they know it takes them to Graceland.

Chapter 7: Graceland

Graceland is the legendary home off the King of Memphis, Elvis Presley. In Midnight Memphis, Graceland is a citadel, locked to all visitors. The fortress is surrounded by 30 ft walls. PCs are able to see through the gate to the mansion beyond.

Closed to Visitors

Graceland is protected by many spells. The primary being Mordenkainen's Private Sanctum. Also, if the PCs try to get into Graceland directly, they are met by a Wall of Force going higher than the physical walls. The gate itself is also protected by a Wall of Force and multiple Glyphs of Warding.

When anyone who is not the King tries to open the gate, or climb over it, the Glyph of Warding casts the 9th level spell Gate. A gate appears immediately on the ground. The PCs instantly fall through the Gate and land 10 feet above the middle of Beale Street. PCs must make a DC20 Acrobatics save or take 1d6 fall damage. The gate in the air immediately shuts behind them.

Entrance to Graceland by anyone not on invitation of the King can only be obtained via the teleportation circle under the Pyramid Arena.

When the PCs are progressing through the story, ensure you mention the teleportation circle under the Pyramid Arena. This knowledge can be gained from Prince Mongo, Colonel Tom, members of the Court, or an arcana check on the circle itself.

The Backdoor Portal

When the players take the teleportation circle to Graceland, they have the same loud crackle and resonance of arcane energy.

Read the following:

You arrive in a windowless stone room, once again wreathed in energy. The glyphs at your feet continue to resonate and glow faintly purple, barely illuminating the room. After taking stock of your surroundings, you realize you are in a kind of store room. You notice a staircase leading up and out of the room, a faint light above.

Lying in Wait

The King has fled to Graceland, his lair. He knows the players have followed him. He is awaiting them outside of this cellar. When the players reach the top of the stairs, they hear the song "Love Me Tender" begin to play. Have all PCs make a DC17 Wisdom check. On a failure, they are effected by the King's Lair action.


When the PCs get to the top of the stairs, they are ambushed by the King. Roll initiative.



When the King is killed, the pervasive and overwhelming feeling of evil dissipates a bit from the house of Graceland. All immediate wards and glyphs disappear. All force cages and spells in place by the King are gone.

Investigating the Mansion.

The Costume Designer is in a room upstairs. The force cage surrounding her room is gone after the defeat of the King.

The rooms of Graceland are color-coded and filled with magical items.

In the King's Chambers are 2 key magical items:

  1. The Man In Black's Contract with Sun Records.
  2. Blue Suede Shoes: the Lich's Phylactery.

Appendix A: Beastiary


Backup Band 1

Working for Colonel Tom, Cambion in Disguise

Medium, Lawful Evil


  • Armor Class AC19
  • Hit Points 90
  • Speed 30ft; Fly 60ft

STR DEX CON INT WIS CHA
Str 18(+4) Dex 18(+4) Con 16(+3) Int 14(+2) Wis 12(+1) Cha 16(+3)

  • Damage Resistance Damage Resistances cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses darkvision60 ft., passive Perception 14
  • Languages Abyssal, Common, Infernal
  • Saving Throws Str +7, Con +6, Int +5, Cha +6
  • Skills Deception+6, Intimidation+6, Perception+4, Stealth+7

Fiendish Blessing. The AC of the Backup Band includes its Charisma bonus.

Innate Spellcasting. The Backup Band's spellcasting ability is Charisma (spell save DC 14). The cambion can innately cast the following spells, requiring no material components:

• 3/day each: alter self, command, detect magic

• 1/day: plane shift (self only)


Actions

Multiattack. The Backup Band makes two melee attacks or uses its Fire Ray twice.

Spear. Melee or Ranged Weapon Attack: +7to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.

Fire Ray. Ranged Spell Attack: +7to hit, range 120 ft., one target. Hit: 10 (3d6) fire damage.

Fiendish Charm. One humanoid the Backup Band can see within 30 feet of it must succeed on a DC 14Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the Back Band's spoken commands. If the target suffers any harm from the Back Band or another creature or receives a suicidal command from the Back Band, the target can repeat the saving throw, ending the effect on itself on a success. If a target's saving throw is successful, or if the effect ends for it, the creature is immune to the Back Band's Fiendish Charm for the next 24 hours.



Backup Band 2

Working for Col Tom, Succubus in Disguise Medium, Chaotic Evil


  • Armor Class 15
  • Hit Points 75 (8d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 15 (+2) 10 (+0) 14 (+2) 12 (+1) 16 (+3)

  • Saving Throws Int +4, Cha +5
  • Skills Arcana +4, History +4
  • Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
  • Damage Immunities poison
  • Condition Immunities exhaustion, poisoned
  • Senses darkvision 60 ft., passive Perception 11
  • Languages the languages it knew in life
  • Challenge 4 (1,100 XP)
  • Proficiency Bonus +2

Undead Fortitude. If damage reduces Band member to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is bludgeoning or from a critical hit. On a success, the Kurt Cobain drops to 1 hit point instead.

Actions

Multiattack. The band member makes two Drumstic or Grave Bolt attacks.

Drumstick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) necrotic damage.

Grave Bolt. Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 14 (2d10 + 3) necrotic damage.

Spellcasting. The deathlock casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 13):

At will: detect magic, disguise self, mage armor, mage hand
1/day each: dispel magic, hunger of Hadar, invisibility, spider climb


Johnny Cash

Medium Celestial, lawful good


  • Armor Class 17
  • Hit Points 240 (19d8 + 95)
  • Speed 30 ft. Fly: 60ft.

STR DEX CON INT WIS CHA
20 (+5) 20 (+5) 20 (+5) 20 (+5) 22 (+6) 22 (+6)

  • Saving Throws Con +10, Wis +11, Cha +11
  • Skills Insight +16, Perception +11
  • Damage Resistances fire, radiant; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities charmed, exhaustion, frightened
  • Senses truesight 120 ft., passive Perception 21
  • Languages all, telepathy 120 ft.
  • Challenge 13 (10,000 XP)
  • Proficiency Bonus +5

Magic Resistance. The Johnny Cash has advantage on saving throws against spells and other magical effects.

Unusual Nature. The Johnny Cash doesn't require food, drink, or sleep.

Actions

Multiattack. The Johnny Cash makes three Mace attacks.

Mace. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage plus 14 (4d6) radiant damage.

Disorienting Futures. The Johnny Cash attempts to flood the mind of one creature it can see within 60 feet of itself with visions of the future. The target must succeed on a DC 19 Wisdom saving throw or take 27 (5d10) psychic damage and have disadvantage on attack rolls until the start of the Johnny Cash's next turn.

Spellcasting. The Johnny Cash casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 19):

At will: detect evil and good
2/day each: cure wounds (as a 6th-level spell), lesser restoration
1/day each: commune (as an action), dispel evil and good


Mama Cass

Large Undead, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 200 (14d10 + 56)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
20 (+5) 9 (-1) 18 (+4) 3 (-4) 8 (-1) 1 (-5)

  • Damage Immunities acid, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses darkvision 60 ft., passive Perception 9
  • Languages English
  • Challenge 9 (5,000 XP)
  • Proficiency Bonus +4

Acid Absorption. Whenever Mama Cass is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt.

Berserk. Whenever Mama Cass starts its turn with 60 hit points or fewer, roll a d6. On a 6, Mama Cass goes berserk. On each of its turns while berserk, Mama Cass attacks the nearest creature it can see. If no creature is near enough to move to and attack, Mama Cass attacks an object, with preference for an object smaller than itself. Once Mama Cass goes berserk, it continues to do so until it is destroyed or regains all its hit points.

Immutable Form. Mama Cass is immune to any spell or effect that would alter its form.

Magic Resistance. Mama Cass has advantage on saving throws against spells and other magical effects.

Magic Weapons. Mama Cass's weapon attacks are magical.

Actions

Multiattack. Mama Cass makes two slam attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the greater restoration spell or other magic.

Haste (Recharge 5–6). Until the end of its next turn, Mama Cass magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action.


Kurt Cobain

Medium Undead, Neutral evil


  • Armor Class 17
  • Hit Points 200 (15d8 + 45)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 16 (+3) 13 (+1) 14 (+2) 10 (+0)

  • Saving Throws Con +6, Wis +5
  • Damage Immunities poison
  • Condition Immunities exhaustion, poisoned
  • Senses darkvision 60 ft., passive Perception 12
  • Languages understands the languages it knew in life but can't speak
  • Challenge 7 (2,900 XP)
  • Proficiency Bonus +3

Undead Fortitude. If damage reduces Kurt to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is bludgeoning or from a critical hit. On a success, the Kurt Cobain drops to 1 hit point instead.

Unusual Nature. The Kurt Cobain doesn't require air, food, drink, or sleep.

Actions

Multiattack. The Kurt Cobain makes three Enervating Attacks in any combination.

Enervating Attack. Melee unarmed Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) necrotic damage, and if the target is a creature, it can't regain hit points until the start of the Kurt Cobain's next turn. Kurt heals the damage done from 1 attack.


Aretha Franklin

Medium Undead


  • Armor Class 17 (natural armor)
  • Hit Points 230 (16d12)
  • Speed 30 ft. (hover)

STR DEX CON INT WIS CHA
27 (+8) 11 (+0) 10 (+0) 12 (+1) 16 (+3) 17 (+3)

  • Saving Throws Wis +7, Cha +7
  • Skills Perception +7
  • Damage Resistances cold
  • Damage Immunities necrotic, poison
  • Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses darkvision 120 ft., passive Perception 17
  • Languages Common, Giant
  • Challenge 9 (5,000 XP)
  • Proficiency Bonus +4

Regeneration. The Aretha Franklin regains 10 hit points at the start of its turn. If Aretha Franklin takes radiant damage or damage from a magic weapon, this trait doesn't function at the start of Aretha Franklin's next turn. Aretha Franklin dies only if it starts its turn with 0 hit points and doesn't regenerate.

Actions

Multiattack. Aretha Franklin makes two melee attacks.

The Voice Ranged Weapon Attack: +12 to hit, 30 ft., one target. Hit: 18 (3d8 + 4) force damage.

Respect If no target is within Melee range,Aretha Franklin has +2 to AC and Saving THrows.

Spellcasting. Aretha Franklin casts one of the following spells, using Charisma as the spellcasting ability and requiring no material components:

At will: fog cloud
3/day: telekinesis

Pipes (Recharge 6). The Aretha Franklin emits a dreadful howl. This bellowing voice engulfs up to three creatures of the Aretha Franklin's choice that it can see within 60 feet of it. Each target is pulled up to 20 feet toward the Aretha Franklin and must make a DC 15 Constitution saving throw, taking 16 (3d10) force damage on a failed save, or half as much damage on a successful one.


Isaac Hayes

*Medium Humanoid


  • Armor Class 17 (studded leather)
  • Hit Points 210 (20d8 + 60)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 21 (+5) 16 (+3) 12 (+1) 14 (+2) 13 (+1)

  • Saving Throws Dex +9, Con +7, Wis +6
  • Skills Perception +6, Stealth +9
  • Senses darkvision 120 ft., passive Perception 16
  • Languages Elvish, Undercommon
  • Challenge 11 (7,200 XP)
  • Proficiency Bonus +4

Devil's Sight. Magical darkness doesn't impede Isaac Hayes's darkvision.

Fey Ancestry. Isaac Hayes has advantage on saving throws against being charmed, and magic can't put Isaac Hayes to sleep.

Sunlight Sensitivity. While in sunlight, Isaac Hayes has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. Isaac Hayes makes three Shadow Sword attacks. One of the attacks can be replaced by a Hand Crossbow attack. Isaac Hayes can also use Spellcasting to cast darkness.

Black Shaft Melee or Ranged Weapon Attack: +11 to hit, reach 5 ft. or range 30/60 ft., one target. Hit: 27 (7d6 + 5) necrotic damage.

Handgun. Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target regains consciousness if it takes damage or if another creature takes an action to shake it.

Spellcasting. Isaac Hayes casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 13):

At will: dancing lights, darkness
1/day each: faerie fire, levitate (self only)

Bonus Actions

Shadow Step. While in dim light or darkness, Isaac Hayes teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. It then has advantage on the first melee attack it makes before the end of the turn.


Jimi Hendrix

Medium Undead


  • Armor Class 17 (natural armor)
  • Hit Points 160 (9d8 + 45)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
20 (+5) 18 (+4) 21 (+5) 6 (-2) 17 (+3) 14 (+2)

  • Saving Throws Dex +7, Con +8, Wis +6
  • Skills Perception +6, Stealth +10
  • Damage Resistances necrotic
  • Condition Immunities charmed, frightened
  • Senses darkvision 120 ft., passive Perception 16
  • Languages the languages it knew in life
  • Challenge 8 (3,900 XP)
  • Proficiency Bonus +3

Regeneration. Jimi Hendrix regains 10 hit points at the start of each of its turns if it has at least 1 hit point and isn't in sunlight. If Jimi Hendrix takes radiant damage, this trait doesn't function until the start of Jimi Hendrix's next turn.

Spider Climb. Jimi Hendrix can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Unusual Nature. Jimi Hendrix doesn't require air.

Actions

Multiattack. Jimi Hendrix makes two Claw attacks followed by one Bite attack. If both Claw attacks hit the same creature, the Bite attack is made with advantage.

Fender Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage +10 Necroticc Damage

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 9 (1d8 + 5) piercing damage plus 7 (2d6) necrotic damage. If the target is missing any of its hit points, it instead takes 11 (2d10) necrotic damage.
The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and Jimi Hendrix regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. A Humanoid slain in this way and then buried in the ground rises as a nosferatu after 1d10 days.

Blood Disgorge (Recharge 5–6). Jimi Hendrix vomits blood in a 15-foot cone. Each creature in that area must make a DC 16 Constitution saving throw. On a failed save, a creature takes 18 (4d8) necrotic damage, and it can't regain hit points for 1 minute. On a successful save, the creature takes half as much damage with no additional effects.


Janis Joplin

Medium Humanoid (Human, Warlock), neutral evil


  • Armor Class 16
  • Hit Points 157 (15d8 + 60)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 18 (+4) 20 (+5) 12 (+1) 12 (+1)

  • Saving Throws Con +8, Int +9, Wis +5, Cha +5
  • Skills Deception +9, Medicine +5, Survival +5
  • Damage Resistances necrotic
  • Condition Immunities exhaustion
  • Senses passive Perception 11
  • Languages Common plus any four languages
  • Challenge 9 (5,000 XP)
  • Proficiency Bonus +4

Sanguine Sense. While Janis Joplin isn't blinded, she can see any creature that isn't an Undead or a Construct within 60 feet of itself, even through total cover, heavily obscured areas, invisibility, or any other phenomena that would prevent sight.

Actions

Multiattack. Janis Joplin makes two Lash attacks.

Lash. Melee Spell Attack: +9 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) necrotic damage. If the target is a creature, it can't regain hit points until the start of the Janis Joplin's next turn.

Blood Boil (Recharge 4–6). Janis Joplin chooses a point within 150 feet of itself, and a 20-foot radius sphere centered on that point fills with a burst of searing, blood-red mist. Each creature of Janis Joplin's choice that she can see in that area must make a DC 17 Constitution saving throw. On a failed save, a creature takes 38 (7d10) necrotic damage and is incapacitated until the end of its next turn. On a success, a creature takes half as much damage and isn't incapacitated. A creature dies if reduced to 0 hit points by this necrotic damage.

Bonus Actions

Hands of Bobby Magee (1/Day). Hands of congealed blood fill a 10-foot cube centered at a point on the ground that Janis Joplin can see within 15 feet of her. The effect lasts for 1 minute, during which time that area is difficult terrain. Any creature entering that area for the first time on a turn or starting its turn there must succeed on a DC 13 Dexterity saving throw or be restrained by the tentacles. A creature that starts its turn restrained by the tentacles takes 10 (3d6) bludgeoning damage. A creature restrained by the tentacles can use its action to make either a DC 13 Strength (Athletics) check or a DC 13 Dexterity (Acrobatics) check, ending the restrained condition on itself on a success.


B.B. King


  • Armor Class 18 (plate armor)
  • Hit Points 200 (15d10 + 45)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 17 (+3) 16 (+3) 19 (+4) 16 (+3) 21 (+5)

  • Saving Throws Con +7, Int +8, Wis +7, Cha +9
  • Skills Deception +9, Intimidation +9, Performance +9, Persuasion +9
  • Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses truesight 120 ft., passive Perception 13
  • Languages Abyssal, Common, telepathy 120 ft.
  • Challenge 9 (5,000 XP)
  • Proficiency Bonus +4

Aura of Jealousy When any enemy creature starts its turn within 30 feet of B.B., that creature must succeed on a DC 17 Wisdom saving throw, or it must immediately take the Attack action, making one melee attack against a random creature within reach. If no creatures are within reach, it makes a ranged attack against a random creature within range, throwing its weapon if necessary.

Feed on the Crowd. Whenever a creature within 60 feet of B.B. dies, B.B. gains 15 temporary hit points and has advantage on all attack rolls, ability checks, and saving throws until the end of its next turn.

Innate Spellcasting. B.B.'s innate spellcasting ability is Charisma (spell save DC 17). B.B. can innately cast the following spells, requiring no material components:

At will: charm person (as a 3rd-level spell), crown of madness
1/day: dominate person

Magic Resistance. B.B. has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. B.B. makes two melee attacks with Lucille.

Lucille. Melee Attack +8 to hit, reach 10 ft. one target. Hit: 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack, plus 13 (3d8) psychic damage.

Captivating Presence (Recharge 6). Each creature within 120 feet of B.B. must succeed on a DC 17 Wisdom saving throw or be charmed by B.B. for 1 hour. While charmed in this way, a creature's speed is 0. If the charmed creature takes damage, it can repeat the saving throw, ending the effect on itself on a success. A target that succeeds on the saving throw is immune to the Captivating Presence of all masters of cruelties for the next 24 hours.


Prince Mongo (Titivilus)

Medium Fiend (Devil), lawful evil


  • Armor Class 20 (natural armor)
  • Hit Points 150 (20d8 + 60)
  • Speed 40 ft., fly 60 ft.

STR DEX CON INT WIS CHA
19 (+4) 22 (+6) 17 (+3) 24 (+7) 22 (+6) 26 (+8)

  • Saving Throws Dex +11, Con +8, Wis +11, Cha +13
  • Skills Deception +13, Insight +11, Intimidation +13, Persuasion +13
  • Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
  • Damage Immunities fire, poison
  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Senses darkvision 120 ft., passive Perception 16
  • Languages all, telepathy 120 ft.
  • Challenge 16 (15,000 XP)
  • Proficiency Bonus +5

Legendary Resistance (3/Day). If Titivilus fails a saving throw, he can choose to succeed instead.

Magic Resistance. Titivilus has advantage on saving throws against spells and other magical effects.

Regeneration. Titivilus regains 10 hit points at the start of his turn. If he takes cold or radiant damage, this trait doesn't function at the start of his next turn. Titivilus dies only if he starts his turn with 0 hit points and doesn't regenerate.

Ventriloquism. Whenever Titivilus speaks, he can choose a point within 60 feet of him; his voice emanates from that point.

Actions

Multiattack. Titivilus makes one Silver Sword attack, and he uses Frightful Word.

Silver Sword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) force damage, or 9 (1d10 + 4) force damage if used with two hands, plus 16 (3d10) necrotic damage. If the target is a creature, its hit point maximum is reduced by an amount equal to half the necrotic damage taken.

Frightful Word. Titivilus targets one creature he can see within 10 feet of him. The target must succeed on a DC 21 Wisdom saving throw or become frightened of him for 1 minute. While frightened in this way, the target must take the Dash action and move away from Titivilus by the safest available route on each of its turns, unless there is nowhere to move, in which case it needn't take the Dash action. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Spellcasting. Titivilus casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 21):

At will: alter self, major image, nondetection, sending, suggestion
3/day each: mislead, modify memory

Teleport. Titivilus teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.

Twisting Words. Titivilus targets one creature he can see within 60 feet of him. The target must succeed on a DC 21 Charisma saving throw or become charmed by Titivilus for 1 minute. The charmed target can repeat the saving throw if Titivilus deals any damage to it. A creature that succeeds on the saving throw is immune to Titivilus's Twisting Words for 24 hours.

Legendary Actions

Titivilus can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Titivilus regains spent legendary actions at the start of its turn.

  • Corrupting Guidance. Titivilus uses Twisting Words. Alternatively, he targets one creature charmed by him that is within 60 feet of him; that charmed target must succeed on a DC 21 Charisma saving throw, or Titivilus decides how the target acts during its next turn.
  • Teleport. Titivilus uses Teleport.
  • Assault (Costs 2 Actions). Titivilus makes one Silver Sword attack, or he uses Frightful Word.

Jim Morrison

*Medium Undead


  • Armor Class 15 (15 with mage armor)
  • Hit Points 175 (16d8 + 32)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 14 (+2) 18 (+4) 12 (+1) 11 (+0)

  • Saving Throws Int +8, Wis +5
  • Skills Arcana +8, History +8
  • Senses passive Perception 11
  • Languages any four languages
  • Challenge 9 (5,000 XP)
  • Proficiency Bonus +4

Actions

Multiattack. Jim Morrison makes three Arcane Burst attacks.

Arcane Burst. Melee or Ranged Spell Attack: +8 to hit, reach 5 ft. or range 120 ft., one target. Hit: 20 (3d10 + 4) force damage.

Force Blast. Each creature in a 20-foot cube originating from Jim Morrison must make a DC 16 Constitution saving throw. On a failed save, a creature takes 36 (8d8) force damage and is pushed up to 10 feet away from Jim Morrison. On a successful save, a creature takes half as much damage and isn't pushed.

Spellcasting. Jim Morrison casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 16):

At will: dancing lights, mage hand, message, prestidigitation
2/day each: dispel magic, lightning bolt, mage armor
1/day each: dimension door, banishment, globe of invulnerability, invisibility, wall of force

Reactions

Arcane Ward (Recharge 4–6). When Jim Morrison or a creature it can see within 30 feet of it takes damage, Jim Morrison magically creates a protective barrier around itself or the other creature. The barrier reduces the damage to the protected creature by 26 (4d10 + 4), to a minimum of 0, and then vanishes.


Roy Orbison

Medium Undead


  • Armor Class 16 (natural armor)
  • Hit Points 150 (20d10 + 40)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
19 (+4) 16 (+3) 15 (+2) 13 (+1) 15 (+2) 9 (-1)

  • Saving Throws Dex +7, Con +6, Wis +6
  • Skills Perception +6, Stealth +7
  • Damage Resistances cold, necrotic
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses darkvision 60 ft., passive Perception 16
  • Languages Common plus one language spoken by its master
  • Challenge 12 (8,400 XP)
  • Proficiency Bonus +4

Rejuvenation. While its master lives, a destroyed boneclaw gains a new body in 1d10 hours, with all its hit points. The new body appears within 1 mile of Roy's master.

Unusual Nature. Roy doesn't require air, food, drink, or sleep.

Actions

Multiattack. Roy makes two Piercing Claw attacks.

Guitar Kabong Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 20 (3d10 + 4) piercing damage plus 11 (2d10) necrotic damage. If the target is a creature, Roy can pull the target up to 10 feet toward itself, and the target is grappled (escape DC 14). Roy has two claws. While a claw grapples a target, the claw can attack only that target.

Shadow Jump (Recharge 5–6). If Roy is in dim light or darkness, each creature of Roy's choice within 15 feet of it must succeed on a DC 14 Constitution saving throw or take 34 (5d12 + 2) necrotic damage.
Roy then teleports up to 60 feet to an unoccupied space it can see. It can bring one creature it's grappling, teleporting that creature to an unoccupied space it can see within 5 feet of its destination. The destination spaces of this teleportation must be in dim light or darkness.

Bonus Actions

Shadow Stealth. While in dim light or darkness, Roy takes the Hide action.

Reactions

Deadly Reach. In response to a creature entering a space within 15 feet of it, Roy makes one Piercing Claw attack against that creature.


Ivory Figurine, Julia

Medium Humanoid


  • Armor Class 16
  • Hit Points 85 (18d8 + 36)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 14 (+2) 11 (+0) 17 (+3) 13 (+1)

  • Saving Throws Con +6, Wis +7
  • Skills Intimidation +5, Religion +4
  • Senses passive Perception 13
  • Languages any two languages
  • Challenge 9 (5,000 XP)
  • Proficiency Bonus +4

Actions

Multiattack. Julia makes two Maul attacks, and it uses Holy Fire.

Maul. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus Hit: 10 (3d6) radiant damage.

Holy Fire. Julia targets one creature it can see within 60 feet of it. The target must make a DC 15 Wisdom saving throw. On a failed save, the target takes 12 (2d8 + 3) radiant damage, and it is blinded until the start of Julia's next turn. On a successful save, the target takes half as much damage and isn't blinded.

Spellcasting. Julia casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 15):

At will: light, spare the dying, thaumaturgy
1/day each: banishment, command, dispel magic, flame strike, hold person, lesser restoration, revivify

Bonus Actions

Healing Light (Recharge 4–6). Julia or one creature of its choice within 60 feet of it regains 12 (2d8 + 3) hit points.

Roy Orbison


Colonel Tom Parker

Large Undead, lawful evil


  • Armor Class 19 (natural armor)
  • Hit Points 187 (25d10 + 50)
  • 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)

  • Saving Throws Str +5, Con +7, Int +9, Wis +7, Cha +9
  • 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 14 (11,500 XP) or 15 (13,000 XP) when encountered in lair
  • Proficiency Bonus +5

Negative Energy Cone. Colonel Parker's central eye emits an invisible, magical 150-foot cone of negative energy. At the start of each of its turns, the tyrant decides which way the cone faces and whether the cone is active.
Any creature in that area can't regain hit points. Any humanoid that dies there becomes a zombie under the tyrant's command. The dead humanoid retains its place in the initiative order and animates at the start of its next turn, provided that its body hasn't been completely destroyed.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage.

Eye Rays. Colonel Parker shoots three of the following magical eye rays at random (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 Colonel Parker for 1 hour, or until Colonel Parker 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. Fear Ray The targeted creature must succeed on a DC 17 Wisdom saving throw or be frightened 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.

  • 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 Colonel Parker moves it up to 30 feet in any direction. It is restrained by the ray's telekinetic grip until the start of Colonel Parker's next turn or until Colonel Parker 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. Colonel Parker 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 the 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

Colonel Parker can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Colonel Parker regains spent legendary actions at the start of its turn.

  • Eye Ray. Colonel Parker uses one random eye ray.

Colonel Tom Parker, Continued

Large Undead, lawful evil

Lair Actions

When fighting inside its lair, a death tyrant can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the death tyrant can take one lair action to cause one of the following effects:

• An area that is a 50-foot cube within 120 feet of the tyrant is filled with spectral eyes and tentacles. To creatures other than the death tyrant, that area is lightly obscured and difficult terrain until initiative count 20 on the next round.

• Walls sprout spectral appendages until initiative count 20 on the round after next. Any creature, including one on the Ethereal Plane, that is hostile to the tyrant and starts its turn within 10 feet of a wall must succeed on a DC 17Dexterity saving throw or be grappled. Escaping requires a successful DC 17Strength (Athletics) or Dexterity (Acrobatics) check.

• A spectral eye opens in the air at a point within 50 feet of the tyrant. One random eye ray of the tyrant shoots from that eye, which is considered to be an ethereal source, at a target of the tyrant's choice. The eye then closes and disappears. The death tyrant can't repeat an effect until all three have been used, and it can't use the same effect on consecutive rounds.

Regional Effects

A region containing a death tyrant's lair is warped by the creature's unnatural presence, which creates one or more of the following effects:

• Creatures within 1 mile of the tyrant's lair sometimes feel as if they're being watched even when they aren't.

• When a creature hostile to the tyrant and aware of its existence finishes a long rest within 1 mile of the tyrant's lair, roll a d20for that creature. On a roll of 10 or lower, the creature is subjected to one random eye ray of the tyrant. If the death tyrant dies, these effects fade over the course of 1d10days.

Colonel Parker, the Disguise

Colonel Parker, The Beholder


The King of Rock and Roll, Elvis Presley

Medium Undead, lawful evil


  • Armor Class 20 (natural armor)
  • Hit Points 225 (25d10 + 50)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+1) 20 (+5) 16 (+3) 18 (+4) 15 (+2) 23 (+6)

  • Saving Throws Dex +11, Int +10, Wis +7, Cha +13
  • Skills Arcana +10, Deception +13, Insight +8, Performance +13, Persuasion +13
  • Damage Resistances Cold, Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
  • Senses darkvision 120 ft., passive Perception 12
  • Languages English, Abyssal
  • Challenge 18 (11,500 XP) or 15 (13,000 XP) when encountered in lair
  • Proficiency Bonus +5

Magic Resistance. The King has advantage on saving throws against spells and other magical effects.

Legendary Resistance (3/day) If the King would fail a saving throw, it can choose to succeed, instead.

Phylacteries: • #1 Hits. If the King is killed, he gains a new body as long as a song of his is on the Billboard Charts. While people are performing his songs, they become living phylacteries of the King.
• Blue Suede Shoes. If the Blue Suede Shoes are destroyed, #1 Hits cannot take effect.

Spellcasting. The King casts one of the following spells, requiring no material components and using Charisma as its spellcasting ability (spell save DC 19, +11 to hit with spell attacks):

  • At will: minor illusion, prestidigitation, vicious mockery, charm person 3/day each- counterspell, cure wounds, shatter, suggestion, thunderwave (cast as a 3rd-level spell), dimension door
  • 2/day each: confusion, dominate person, modify memory;
  • 1/day each: irresistible dance, disintegrate, Invulnerability, Power Word: Kill

Standing Ovation. The presence of the King's living phylacteries strengthens him. For each conscious creature within a 25-foot radius of the King that is performing one of his songs, the King gains +1 to its melee and spell attack rolls.

Turn Immunity: Immune to undead turning effects.


Actions

Curls His Lip. Spell Attack: +11 to hit, range 30 ft., one creature. Hit: 14 (4d6) psychic damage. The target must succeed must succeed on a DC 17 Wisdom saving throw or be compelled until the end of the King’s next turn. While compelled by this effect, the target has disadvantage on attack rolls on the King, and can’t willingly move away from it. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to being compelled in this way for the next 24 hours.

Smile and Wink. The King Smiles and Winks at a humanoid creature within 30 ft. It must succeed on a DC 17 Wisdom saving throw or be magically charmed. The charmed target obeys the King's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this Charm for the next 24 hours.

The Hips (Recharge 6). The King shakes his hips. Each humanoid creature of his choice within 30 ft currently charmed or compelled by the King must make a DC 17 Constitution saving throw, taking 36 (8d8) psychic damage on a failed save, or half as much damage on a successful one. The target's hit point maximums are reduced by an amount equal to the damage taken. This reduction lasts until the targets finish a long rest. ###Legendary Actions The King can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The King regains spent legendary actions at the start of its turn. The King cannot use the same legendary action twice in a row.

Legendary Actions

The King can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The King regains spent legendary actions at the start of its turn. The King cannot use the same legendary action twice in a row.

  • Cantrip. The King casts an at-will spell from his spell list.

  • Burning Love (1 action): A target charmed creature within 30 ft must make a Wisdom Save. If they fail, they take 24 (8d8) fire damage, half damage on a success. This damage does not break Charmed status.

  • Curls His Lip (Costs 2 Actions). The King Curls his Lip.

  • Smile and Wink (Costs 2 Actions). The King uses Smile and Wink.

  • Mass Hysteria (Costs 3 actions) All creatures within 30 feet who can see him must succeed must succeed on a DC 15 Wisdom saving throw or be Charmed until the end of the King’s next turn.


Lair Actions

On initiative count 20 (losing initiative ties), the King can take a lair action to cause one of the following effects; Once the song is changed, it cannot be played again until all other songs are played.

While the sound of the one of the King's songs fills the air of the King lair, each creature that can hear it must make a DC 17 Wisdom saving throw. On a failed save, the creature is infected with the #1 Hit, and counts as a creature that is performing it for the purposes of the King's Standing Ovation ability.

  • The song "Love Me Tender" fills the air of the King’s lair, bolstering the strength of the King and his allies. While this song is playing, The King and his allies in the lair heal 2d10 at initiative 20.

  • The song "Are You Lonesome Tonight" fills the air of the King’s lair, disheartening the King’s enemies. While this song is playing, no creatures hostile to the King can target their allies.

  • The song "All Shook Up" fills the air of the King's Lair, confusing the players. At Initiative 20 each creature must make a DC12 Wisdom saving throw or be under the effects of the spell "Confusion".

Regional Effects

The region within around 2 miles around the King of Rock and Roll's lair is warped by magic. Any of the following effects are possible to encounter

  • Land of Blues: Faint blues music can be heard at the edge of one's hearing instead of silence.
  • Mind Altering: Creatures under the effects of mind altering substances in this region are granted insights to the magical demiplane of Memphis, seeing the city and supernatural denizens within.
  • Vinyl Age: Digital technology does not work in the realm. This includes cell phones and computers.
  • Rock and Roll: All Performance(CHA) checks have advantage and all Survival(WIS) checks have disadvantage

Ziggy Stardust

Medium Undead*


  • Armor Class 15 (natural armor)
  • Hit Points 150 (20d8 + 60)
  • Speed 30 ft., fly 15 ft. (hover)

STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 16 (+3) 19 (+4) 17 (+3) 17 (+3)

  • Saving Throws Con +7, Int +8, Wis +7, Cha +7
  • Skills Arcana +8, Deception +7, History +8, Insight +7, Perception +7, Stealth +5
  • Damage Resistances cold, lightning, necrotic
  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses truesight 120 ft., passive Perception 17
  • Languages Deep Speech, Undercommon, telepathy 120 ft.
  • Challenge 10 (5,900 XP)
  • Proficiency Bonus +4

Magic Resistance. Ziggy Stardust has advantage on saving throws against spells and other magical effects.

Turn Resistance. Ziggy Stardust has advantage on saving throws against any effect that turns Undead.

Actions

Multiattack. Ziggy Stardust makes two Chilling Grasp or Arcane Bolt attacks.

Chilling Grasp. Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (4d6) cold damage, and Ziggy Stardust regains 14 hit points.

Arcane Bolt. Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 28 (8d6) force damage.

Mind Blast (Recharge 5–6). Ziggy Stardust magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 16 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Spellcasting. Ziggy Stardust casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 16):

At will: dancing lights, detect magic, detect thoughts, disguise self, mage hand, prestidigitation
1/day each: dominate monster, globe of invulnerability, invisibility, modify memory, plane shift (self only), wall of force

Reactions

Negate Spell (3/Day). Ziggy Stardust targets one creature it can see within 60 feet of it that is casting a spell. If the spell is 3rd level or lower, the spell fails, but slots not wasted.


Tina Turner

Medium Humanoid (Elf), any alignment


  • Armor Class 17
  • Hit Points 140 (13d8 + 13)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 13 (+1) 11 (+0) 12 (+1) 12 (+1)

  • Saving Throws Dex +6, Cha +4
  • Skills Stealth +6
  • Damage Resistances necrotic
  • Condition Immunities charmed, exhaustion
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Common, Elvish
  • Challenge 7 (2,900 XP)
  • Proficiency Bonus +3

Fey Ancestry. The Tina Turner has advantage on saving throws against being charmed, and magic can't put it to sleep.

Actions

Multiattack. The Tina Turner makes three Those Legs!.
It can use Shadow Jump after one of these attacks.

Those Legs! Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) piercing damage. The target must succeed on a DC 14 Dexterity saving throw or suffer one of the following effects (choose one or roll a d6):

  • 1–2: Decay The target takes 22 (4d10) necrotic damage.
  • 3–4: Grapple The target is grappled (escape DC 14) if it is a Medium or smaller creature. Until the grapple ends, the target is restrained, and the Tina Turner can't grapple another target.
  • 5–6: Topple The target is knocked prone.

Bonus Actions

Shadow Jump. The Tina Turner teleports, along with any equipment is it wearing or carrying, up to 30 feet to an unoccupied space it can see. Both the space it teleports from and the space it teleports to must be in dim light or darkness.


Stevie Ray Vaughan

Medium Humanoid (Paladin), Typicallyneutral evil


  • Armor Class 18 (plate)
  • Hit Points 149 (14d8 + 56)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 18 (+4) 11 (+0) 14 (+2) 15 (+2)

  • Saving Throws Wis +5, Cha +5
  • Skills Athletics +7, Deception +5, Intimidation +5
  • Senses passive Perception 12
  • Languages any one language (usually Common)
  • Challenge 8 (3,900 XP)
  • Proficiency Bonus +3

Actions

Multiattack. SRV makes three attacks, using Stratocaster

Strat. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) slashing damage plus 9 (2d8) necrotic damage.

Dreadful Aspect (Recharges after a Short or Long Rest). Each enemy within 30 feet of SRV must succeed on a DC 13 Wisdom saving throw or be frightened of SRV for 1 minute. If a frightened target ends its turn more than 30 feet away from SRV, the target can repeat the saving throw, ending the effect on itself on a success.

Spellcasting. SRV casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 13):

2/day each: command, dispel magic, find steed

Bonus Actions

Smite. Immediately after SRV hits a target with an attack roll, SRV can force that target to make a DC 13 Constitution saving throw. On a failed save, the target suffers one of the following effects of SRV's choice:

Blind. The target is blinded for 1 minute. The blinded target can repeat the save at the end of each of its turns, ending the effect on itself on a success.

Shove. The target is pushed up to 10 feet away and knocked prone.

The Lucky One

Wild Magic Sorcerer

The Big Rage

Barbarian Fighter

The Witty Meta

College of Swords Bard

The Guardian of Iz

Soul Knife Rogue

The Mandalorian

Armorer Artificer

The Just Fighter

Battlemaster

The Loyal Command

Drakewarden Ranger
 

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