Mythic Encounters v1

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The document describes various mythic creatures and magic items, including Bahamut's Crown and Tiamat's Choker which can curse the user to serve either Bahamut or Tiamat.

Attuning to Bahamut's Crown grants resistance to damage, the ability to be reborn as a platinum dragonborn if you serve Bahamut's ideals for a year, and Bahamut watches over the user.

Attuning to Tiamat's Choker grants resistance to damage, a bonus to AC and attack/save DCs, a dragon breath attack, darkvision, dragon speech, and legendary resistances if all gemstones are placed in the choker.

MYTHIC

E NCOUNTER S

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other
Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the
Community Content Agreement for Dungeon Masters Guild.
All other original material in this work is © Steve Fidler & Bryan Holmes, 2020 and published under the
Community Content Agreement for Dungeon Masters Guild.
Contents Credits
Designers: Steve Fidler
Introduction 4 , Bryan Holmes
Editor: E. R. F. Jordan
Mythic Encounters........................................................... 4
Creating your Own Mythic Creatures..................................... 5 Art Direction and Graphic Design: Steve Fidler
Mythic Hero 6 Layout: Steve Fidler (based on the InDesign template
by Nathanaël Roux)
Boon of the Mythic Hero........................................................... 6
Mythic Ascendant....................................................................... 7 Layout Consultant: Nathanaël Roux
Cover Art: Marcel Budde
Mythic Foes 9
Interior Art: Dante Ezio Cifaldi, Lluis Abadias, Marcel
Acererak.................................................................................... 9 Budde, GeunBrush, Nikki Dawes, Steve Fidler,
Adamastor.............................................................................. 12 Felipe Gaona, Bryan Holmes, Leonardo Lambrecht,
Aspect of the Earthmother.................................... 14 Aleksandra Włodarczyk, Jacob Blackmon, Daniel
Baphomet................................................................................. 17 Comerci, Bob Greyvenstein, Rick Hershey, Jack
Brassheart............................................................................. 20 Holliday, Eric Lofgren, Lars Rune, Dean Spencer, Matt
Claugiyliamatar................................................................. 22 Morrow, Adobe Stock (Destina, yanushkov, warmtail,
Demogorgon.......................................................................... 25 jenteva, IgorZh, James Thew, Fernando Batista,
Eco................................................................................................ 27 denzorr, grandfailure, weirdmedia, Pavlo, Mopic),
Fraz-Urb’luu......................................................................... 30 Various Pixabay, Vecteezy.
Geryon........................................................................................ 32
Graz’zt........................................................................................ 34 Special Thanks: Ed Greenwood, Israel Moreira
Hepheremos........................................................................... 37
Hutijin........................................................................................ 40
Icingdeath................................................................................ 42
Important Information:
Ileuthra.................................................................................... 44
Throughout this book, we’ve placed hyperlinks to
Itzigra’tz................................................................................... 47
other sections of the book for convenience. Any text
Iymrith....................................................................................... 50
that is formatted like this: hyperlink or hyperlink is a
Juiblex........................................................................................ 53
clickable link.
Klauth........................................................................................ 56
In addition, many creature statistics, lair actions,
Maelestor Rex.................................................................... 59
regional effects, and rewards reference spells found
Miirym......................................................................................... 61
in Xanathar’s Guide to Everything. These spells will be
Moloch...................................................................................... 64
noted with the superscript XGE, as such: mythic spell XGE
Mother...................................................................................... 67
Any references to content from Mythic Odysseys of
Orcus........................................................................................... 69
Theros will use the superscript MOT, as such: Arasta MOT
Palarandusk.......................................................................... 73
Slarkrethel........................................................................... 76
Spirit of Hotenow........................................................... 79
Tazmikella and Ilnezhara........................................ 82 Some artwork © 2015 Dean Spencer, used with
The Jewel of the Great Caliph............................ 85 permission. All rights reserved.
Unit Zero................................................................................. 88 Elite Design Elements © Rising Phoenix Games
Xanscilathampos............................................................... 90 Some artwork © Grim Press, used with permission.
Yeenoghu................................................................................. 93 All rights reserved.
Ygorl, Lord of Entropy.............................................. 96 Publisher’s Choice Quality Stock Art © Rick Hershey
Zariel.......................................................................................... 99 / Fat Goblin Games
Zuggtmoy................................................................................102 Some artwork used under Public Domain / Creative
Zuthnagoti...........................................................................105 Commons 0 licenses.
Some artwork by Matt Marrow and Encoded
Appendix A - Spells 107 Designs, LLC.
Appendix B - Items 114 “TWITTER, TWEET, RETWEET and the Twitter logo are trademarks of
Twitter, Inc. or its affiliates.”
Mythic Artifacts............................................................130

Disclaimer: According to our team of legal prophets and other assorted diviners, the authors of this tome are
not accountable for any burden of destiny thrust upon characters. No, not even your bard Steve. Yes, our
diviners told us you’d say that. Watch the language please.

3
TABLE OF CONTENTS
Introduction Mythic Encounters
Alustriel Silverhand, Elminster Aumar, Varja A mythic encounter, as presented here, is a creature that
Safahr… err, I mean... Blackstaff. Heroes from our history, is Challenge Rating 21 or higher and has a mythic trait.
all of them. You walk the hallowed halls of Conclave and These creatures also come with lairs, lair actions, and
are legendary creatures in their own right. We’ve taken
stand before these giants—or at least their statues—and
a fight that was epic and turned it mythic by taking an
wonder what it takes to be a hero?
exceptional creature from lore and adapting their own
Listen, Silverymoon is full of those who would do good unique spin on the encounter.
in the face of evil. If a gang of thieves worked their way
into the city, our citizens would report them before they
become a problem. Should a dragon fly overhead, you bet
What are Mythic Traits?
our guards would begin asking for every mage in the city Mythic traits are the fuel that creates a mythic
for potions to help resist elemental energies. These are encounter. The mixture is: one part storyline-focused
acts that require community: we all work together or we event, one part two-phase battle, and a dash of
introducing a whole new way of battling your foe.
die apart—and yet, heroes somehow rise above that rule.
When a creature with a mythic trait is reduced to
So again, what does it take? Well, it takes a lot of
0 hit points, it is instead reduced to 1 hit point. Then,
bravery, a little bit of forethought, and a whole lot of luck. it typically either regains all its hit points or gains
Those heroes didn’t just stand forward against a dragon, temporary hit points equal to its maximum number
or against a gang of ill intent: they fought the towering of hit points. In some cases, a new goal for the fight
giants of evil in the world—devils and demons of legend, appears, such as an exposed heart or other objective
planar threats, and frightening monstrosities. that must be cleared before the battle is truly over.
© Dean Spencer

I guess what I’m saying is this: to be a hero of mythic After activating its mythic trait, the creature
proportions, you’ll have to likely face your doom at the gains access to mythic actions, and might also gain
hands, fangs, claws, or gods-know-what else of equally temporary passive benefits (as listed in its mythic trait).
mythic proportions. This mythic trait lasts until the creature completes a
— Arkhen the Icy, Conclave of Silverymoon short or long rest (or is defeated), unless otherwise
specified in the mythic trait text.
4
MYTHIC ENCOUNTERS
Healing and Mythic Traits Creating your Own
When a mythic trait triggers, often the Mythic Creatures
mythic creature heals or gains temporary hit
points—reestablishing itself and renewing Every mythic creature requires three things:
the fight. Some mechanics in Dungeons &
Dragons fifth edition, such as the cantrip chill touch, A Mythic Trait
prevent the recovery of hit points. It is recommended This typically takes one of the following forms:
that if you are using a Mythic Encounter, you ignore this Mythic Trait (Mythic; Recharges after a Short or
mechanic when a creature heals or gains temporary hit Long Rest). If the creature is reduced to 0 hit points,
points from a mythic trait. it is reduced to 1 hit point instead. The creature
Otherwise, it’s not quite a mythic challenge, is it? immediately gains temporary hit points equal to the
creature’s maximum hit points.
Additionally, while the creature possesses these
What are Mythic Actions? temporary hit points, any additional benefits it gains are
listed here.
Mythic actions are a set of additional actions a creature Mythic Trait (Mythic). If the creature is reduced to
gains access to after its mythic trait is triggered. 0 hit points, it does not die or fall unconscious. Instead,
Functionally identical to Legendary Actions, these a new objective appears. If the creature takes a short or
actions can be used whenever the creature could take long rest before the objective is cleared, the fight resets.
a legendary action—costing one or more legendary
actions when used. Mythic Actions
These actions introduce new mechanics to the Depending on the phrasing of the mythic trait, mythic
encounter, such as additional spellcasting, more actions are introduced in one of the following forms.
frequent lair actions, or entirely new attacks. They Temporary Hit Points. If the creature is a Mythic
are also used to augment existing actions, such as encounter, it can choose from the options below
additional chances to recharge a breath weapon. as additional legendary actions while it possesses
temporary hit points from its mythic trait.
The Reward For Defeating New Objective. If the creature is a Mythic encounter,
it can choose from the options below as additional
a Mythic Creature legendary actions after their mythic is triggered, and the
Is being the famed slayer of a mythic beast not enough objective remains uncleared.
for you? How about knowing that your deeds are the
subject of songs, stories told to children to teach them Description Call-Out
bravery and courage, and that somewhere a statue has Lastly, a mythic creature needs a narrative! A
been carved of your image? description of what occurs when the mythic trait
No? Not enough? Alright. We've got more! triggers. This should be focused on narrative, telling the
Mythic creatures carry with them rewards that story of what happens to indicate the battle has shifted,
match the effort and difficulty that one must invest in and perhaps give hints on how the creature's tactics or
slaying them. Each creature detailed in this supplement attack patterns have changed, especially considering its
provides one or more magic items or spells of mythic new mythic actions.
quality. These items and spells can be used or learned
Oh, and Rewards!
by any creature, but only truly mythic heroes can unlock
What is the point in fighting a truly mythic creature if
their true potential.
there is no macguffin at the end to tantalize your party?
Another reward for slaying a mythic creature is
These rewards can take any number of forms, such
the Boon of the Mythic Hero. With this boon, you gain
as magic items, spells, or even boons! But don't let that
a number of benefits emulating those of a mythic
limit you. Slaying a tyrannical dragon in their prime
creature. You also gain a unique way of interacting with
might just be what you need to seize the crown in a
the mythic items and spells you acquire from slaying
meritocratic society built on the strength of heroes!
these creatures, such as attuning for free or casting
additional spells.

5
MYTHIC ENCOUNTERS
Mythic Hero Boon of the Mythic Hero
or adventurers who manage to bring Bearers of this boon are granted a number of benefits.

F
down one (or many) truly mythic You can attune to one mythic quality magic item
creatures, consider rewarding them without requiring an attunement slot.
with the Boon of the Mythic Hero. The first time you are reduced to 0 hit points, you
This marks a turning point in the are instead reduced to 1 hit point and gain a number of
party’s adventuring career. They are temporary hit points equal to your hit point maximum.
the vanquishers of god-like entities at their most Once this has happened, you can now perform the
dangerous, and that signifies being above and beyond Mythic Acts below, as long as you have the temporary
the call of a typical hero. This boon not only represents hit points gained from this feature:
their skill, but their thirst for greater and more epic
Mythic Action. At the end of any turn in combat except
challenges.
your own, you can take a single action, choosing from
However, some people are simply born to be heroes!
the Attack, Cast a Spell, Dodge, or Hide actions, or
For those destined for greatness, the Mythic Ascendant
you can move up to your speed without provoking
background is just the right flavor to set your hero on
opportunity attacks. Once you use this feature, you
their quest from day one.
must complete a long rest before you can do so again.
Mythic Resilience. When you fail a saving throw, you
can choose to succeed instead. Once you use this
feature, you must complete a long rest before you can
do so again.
Jeff Jacobs (pixabay)

Mythic Casting. When casting a spell with the mythic


tag, you can cast it once without expending a spell
slot. You can’t cast a spell this way again until you
finish a long rest.
Once you are reduced to 0 hit points and gain
temporary hit points this way, you can’t do so again
until 10 days have passed.
6
MYTHIC ENCOUNTERS
Mythic Ascendant Clash of Titans
Roll 1d4 and 1d10 or pick from the lists below to see
It’s said heroes aren’t born, they’re forged. While there what threat you’ve been called to combat.
is truth to this saying, some are connected to an event The d4 determines which Destiny table to roll on, and
that defined their childhood—one foretelling a terrible the d10 determines the result.
threat to come. You’ve been groomed to confront that
1d10 Destiny Result 1 1d10 Destiny Result 2
looming future.
1 Acererak 1 Graz’zt
Skill Proficiencies: Athletics, Survival
Tool Proficiencies: Vehicles (land) 2 Adamastor 2 Hepheremos
Languages: One language of your choice, often 3 Aspect of the 3 Hutijin
specifically to aid you against your foe Earthmother
4 Icingdeath
Equipment: A set of fine clothes, a written copy of the 4 Baphomet
5 Ileuthra
prophecy detailing your inevitable clash with your 5 Brassheart
6 Tazmikella &
foe, an explorer’s kit, and a belt pouch containing 5 gp 6 Claugiyliamatar Ilnezhara

Feature: Destined for Greatness 7 Demogorgon 7 Iymrith


Those who would see you confront and defeat the 8 Eco 8 Jewel of the Great
greater threat coming your way have spread news Caliph
9 Fraz-Urb’luu
far and wide: there is a hero of destiny who will face 9 Juiblex
10 Geryon
this evil head on. Thanks to this legend, wherever you 10 Itzigra’tz
go people are willing to help you. You can maintain a
modest lifestyle for free as long as you’re in a village or 1d10 Destiny Result 3 1d10 Destiny Result 4
other populated area. 1 Klauth 1 Xanscilathampos
2 Maelestor Rex 2 Yeenoghu
Prophetic Event
Your legend started with a specific event in your life. 3 Unit Zero Ygorl, Lord of
3
This showed others that you are special: chosen by Entropy
4 Miirym
the gods to attain some greatness. This event can be 5 Moloch
4 Zariel
rolled or chosen from the following or you can make 5 Zuggtmoy
6 Mother
up your own: 6 Zuthnagoti
7 Orcus
d6 Prophetic Event 7 Arasta MOT
8 Palarandusk
1 The night you were born, something of cosmic 8 Tromokratis MOT
importance happened, like a falling star or a dragon 9 Slarkrethel
sighting. 9 Hythonia the Cruel MOT
10 Spirit of Hotenow
2 No one knows who your parents were: you were found 10 Roll again, twice!
abandoned but protected by a goodly monster.
3 CRACK! THOOM! Lightning struck you as a child.
Somehow, you were unharmed, except for a burn mark
Suggested Characteristics
that closely resembles the icon of a god. Mythic Ascendants are those who see the touch
of destiny in every action, every day. They aren’t
4 When evil threatened your home, you stood shaking with
a stolen weapon in hand. Before the day was over, you necessarily someone who accepts this: some ascendents
felled the invading leader—an impressive feat for a child. like to resist their destiny while others prefer to
5 A sickness was taking people in a distant land, a curse
embrace it. Thanks to their upbringing, they often are
that wasn’t broken until you arrived. You’re not sure why very focused and skilled beyond what others might
it stopped, but you became a local hero that day. presume about them, giving them a larger-than-
6 The right person in the right place can make all the life presence.
difference in the world. That was you, there when that
monster attacked. A monster somehow connected to
your prophecy.

7
MYTHIC ENCOUNTERS
d8 Personality Trait d6 Bond
1 I’m all about generosity. Others have shown me it my 1 While everyone thinks I’m the hero because of destiny, I
whole life, it’s only fair I do the same. do it because I have a younger sibling I want to protect.
2 Resisting my destiny takes up most of my time. It might 2 Good, bad—I don’t really know what this threat is. While
not be that I want to ignore it—rather to see how far I I train to confront it, I wonder—is it doing the same? Are
can stretch destiny. we so different?
3 Hero? Yeah, that’s me, baby! WHO NEEDS SAVING? 3 I’m going with the flow, for sure, but I wonder what
comes next? What happens AFTER I conquer this threat?
4 The ebb and flow of destiny is a mysterious one. I don’t
put as much stock in divination as I do actions. 4 I’m an orphan, but that doesn’t mean I lack a family. I’ve
found people, friends, and I’ve collected them. I do this
5 It doesn’t matter how much it imposes on me: if I see
for my family.
someone in need, I help out.
5 I’m told time and time again that it’s my job to end this
6 Since most of my basic needs are taken care of, I’m
menace. I don’t see why that expectation falls on me. So
known to spend my treasure in very glorious ways.
I ran away.
7 Oh, you know me. I’m sort of a big deal.
6 Oh, I’m supposed to stop this threat? GREAT! If I can stop
8 I hate the limelight. It was thrust upon me. I never asked an apocalyptic foe, then nothing will be strong enough to
for this. stop me!
d6 Ideal d6 Flaw
1 Destiny. The gods have a plan for all of us. (Lawful) 1 I expect everything to be done for me.
2 People. What good is protecting the world if not for the 2 There’s no reasonable way, in my mind, I can fail BEFORE
people within it? (Neutral) I meet my foe.
3 Duty. When you’re called to arms, you answer the call. 3 Ignoring destiny has a price, and I just don’t care what it is.
Always. (Good)
4 The prophecy can be read two ways: one where I’m the
4 Ego. The only thing that stands between you and doom hero and one where I’m… something else.
is me. (Evil)
5 I’m the GREATEST THING ALIVE! (Wait, I don’t get it.
5 Civilization. Stand against threats, even if it’s only to How is that a flaw?)
protect yourself. (Neutral)
6 Quite frankly, if you disagree with me, you’re on the
6 Rebellion. Exist outside the system—it’s way more fun wrong side of destiny.
here. (Chaotic)

warmtail

8
MYTHIC ENCOUNTERS
Mythic Foes Ideal. “Others strive to please or even become gods.
Such small minds, if that is the greatest power they
ithout further ado, a mythic hero

W
can imagine.”
needs mythic foes. In this section, Bond. “My deathtrap dungeons feed me with the
we’ve presented 36 different creatures failures of incompetent ‘heroes’.”
of Challenge Rating 21 or higher from Flaw. “My intellect is so far beyond mere mortals, it’s
the Monster Manual, Volo’s Guide to difficult to do anything but underestimate them.”
Monsters, Mordenkainen’s Tome of
Foes, and other published books to let you make your For DMs wanting to know more about Acererak, the lich
adventures of truly mythic proportions. is featured in a number of modules across the history of
Dungeons & Dragons. Acererak appears in S1 - Tomb of
Horrors for 1st edition and Return to the Tomb of Horrors
Acererak for 2nd edition. In 4th edition, Acererak appears in
Revenge of the Giants, Tomb of Horrors, and Open Grave.
Acererak is a plane-travelling lich and one of the most
Finally, Tomb of Annihilation for 5th edition uses Acererak
powerful beings to ever have existed. As a lich, he is a as the primary antagonist.
robed skeletal being with a large crown studded with
gemstones stolen from many gods of death. Around
his neck, he carries a large talisman that resembles a
horned face with an open mouth. As with all liches, if
Acererak fails to consume souls regularly he becomes
Felipe Gaona

a demilich. In this form he becomes a giant skull with


gemstones for eyes and teeth. In life, he was sired by a
balor, making him a cambion.

9
ACERERAK
Acererak’s Lair Regional Effects. The region containing Acererak’s
lair is warped by him, which creates one or more of the
While most liches haunt their seat of power in life or following effects:
some forbidden tomb hidden in the wilds, Acererak’s
plans are much more grandiose and require an equally • Spells that restore hit points only restore half as many
grandiose lair. Acererak is infamous for creating within 1 mile of his lair.
complex and intricate dungeons, designed to strain • When conjuration magic is cast within 1 mile of his
adventurers to their limits before breaking them. Each lair, Acererak chooses which creatures are summoned.
one of these dungeons involved magical construction, • Divination magic within 1 mile of his lair is subject
the process of which sends the displaced material to to the approval of Acererak. Any information gleaned
a demiplane of Acererak’s creation. Thus, with each from divination magic comes directly from the
dungeon crafted by his spells, his demiplane grows. lich himself.
Currently, his demiplane is a dark and stormy island
nearly eight miles across, floating in an endless void. Acereak as a Mythic Encounter
Lair Actions. On initiative count 20 (losing initiative
Acererak is a powerful encounter on his own, but if the
ties), Acererak can take a lair action to cause one of the
adventurers want a true challenge fit for the gods, you
following magical effects; he can’t use the same effect can use his Demilich trait. Using this trait marks a drastic
two rounds in a row: turn in the encounter as Acererak transforms into a
• Acererak rolls a d8 and regains a spell slot of that powerful demilich. Once Acererak has transformed, he
can choose one of his mythic actions when he uses a
level or lower. If he has no spent spell slots of that
legendary action.
level or lower, nothing happens. Read or paraphrase the following text when Acererak
• Acererak targets one creature it can see within 30 feet uses his Demilich trait:
of it. A crackling cord of negative energy tethers him
to the target. Whenever Acererak takes damage, the The body that was Acererak crumbles, turning to dust
target must make a DC 18 Constitution saving throw. along with his robes, staff, talisman, and crown. The
On a failed save, Acererak takes half the damage dust swirls in midair, vaguely resembling a skull. A
(rounded down), and the target takes the remaining hollow dry voice echoes, “So this is what it’s come to,
damage. This tether lasts until initiative count 20 on

Bob Greyvenstein
then? Bow before true power, insects, and this will be
the next round or until Acererak or the target is no swift.” The dust begins to solidify in the form of a skull
longer in Acererak’s lair. with two red rubies shining brightly in its eye sockets
• Acererak calls forth the spirits of creatures that died and six diamonds affixed where teeth should be.
in his lair. These apparitions materialize and attack
one creature that Acererak can see within 60 feet of Rewards
him. The target must succeed on a DC 18 Constitution Fighting Acererak as a mythic encounter is equivalent to
saving throw, taking 52 (15d6) necrotic damage on taking on two CR 23 creatures in one encounter. Award
a failed save, or half as much damage on a successful a party 100,000 XP for defeating Acererak after he uses
one. The apparitions then disappear. Demilich. You can also reward them with two Acererak’s
ruby soul gem and eight Acererak’s diamond soul gem in
addition to any other treasures Acererak may hold such
as the staff of the forgotten one, talisman of the sphere,
and sphere of annihilation.

10
ACERERAK
Acererak on a DC 20 Constitution saving throw or be paralyzed for 1 minute.
The target can repeat the saving throw at the end of each of its
Medium undead, neutral evil
turns, ending the effect on itself on a success.

Armor Class 21 (natural armor) Staff. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit:
Hit Points 285 (30d8 + 150) 7 (1d6 + 4) bludgeoning damage plus 10 (3d6) necrotic damage,
Speed 30 ft. or 8 (1d8 + 4) bludgeoning damage plus 10 (3d6) necrotic
damage when used with two hands.

STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 20 (+5) 27 (+8) 21 (+5) 20 (+5) Invoke Curse. While holding the Staff of the Forgotten One,
Acererak expends 1 charge from it and targets one creature he

Saving Throws Con +12, Int +15, Wis +12 can see within 60 feet of him. The target must succeed on a DC 23
Skills Arcana +22, History +22, Insight +12, Perception +12, Constitution saving throw or be cursed. Until the curse is ended,
Religion +15 the target can’t regain hit points and has vulnerability to necrotic
Damage Resistances cold, lightning damage. Greater restoration, remove curse or similar magic ends
Damage Immunities necrotic, poison; bludgeoning, piercing, and the curse on the target.
slashing damage from nonmagical attacks
Condition Immunities blinded, charmed, deafened, exhaustion, Legendary Actions
frightened, paralyzed, petrified, poisoned, stunned Acererak can take 3 legendary actions, choosing from the options
Senses truesight 120 ft., passive Perception 22 below. Only one legendary action option can be used at a time and
Languages Abyssal, Common, Draconic, Dwarvish, Elvish, Giant, only at the end of another creature’s turn. Acererak regains spent
Infernal, Primordial, Undercommon legendary actions at the start of his turn.
Challenge 23 (50,000 XP)
At-Will Spell. Acererak casts one of his at-will spells.
— Melee Attack. Acererak uses Paralyzing Touch or makes one
Special Equipment. Acererak carries the Staff of the Forgotten
melee attack with his staff.
One. He wears a talisman of the sphere and has a sphere of
Frightening Gaze (Costs 2 Actions). Acererak fixes his gaze on
annihilation under his control.
one creature he can see within 10 feet of him. The target must
Legendary Resistance (3/Day). If Acererak fails a saving throw, succeed on a DC 20 Wisdom saving throw against this magic
he can choose to succeed instead. or become frightened for 1 minute. The frightened target can
Rejuvenation. Acererak’s body turns to dust when he drops to repeat the saving throw at the end of each of its turns, ending
0 hit points and Demilich doesn’t trigger. His equipment is left the effect on itself on a success. If a target’s saving throw is
behind. Acererak gains a new body after 1d10 days, regaining all his successful or the effect ends on it, the target is immune to
hit points and becoming active again. The new body appears within Acererak’s gaze for the next 24 hours.
5 feet of Acererak’s phylactery, the location of which is hidden. Talisman of the Sphere (Costs 2 Actions). Acererak uses his
talisman of the sphere to move the sphere of annihilation under
Spellcasting. Acererak is a 20th-level spellcaster. His spellcasting his control up to 90 feet.
ability is Intelligence (spell save DC 23, +15 to hit with spell Disrupt Life (Costs 3 Actions). Each creature within 20 feet of
attacks). He has the following wizard spells prepared: Acererak must make a DC 20 Constitution saving throw against
Cantrips (at will): mage hand, ray of frost, shocking grasp this magic, taking 42 (12d6) necrotic damage on a failed save,
1st level (at will): ray of sickness, shield or half as much damage on a successful one.
2nd level (at will): arcane lock, knock Mythic Actions
3rd level (at will): animate dead, counterspell
If Acererak is a Mythic encounter, he can choose from the options
4th level (3 slots): blight, ice storm, phantasmal killer
below as additional legendary actions once he has used his
5th level (3 slots): cloudkill, hold monster, wall of force
Demilich trait.
6th level (3 slots): chain lightning, circle of death, disintegrate
7th level (3 slots): finger of death, plane shift, teleport Flight. Acererak flies up to half his flying speed.
8th level (2 slots): maze, mind blank* Cloud of Dust. Acererak magically swirls his dusty remains. Each
9th level (2 slots): power word kill, time stop creature within 10 feet of Acererak, including around corners,
* Acererak casts these spells on himself before combat. must succeed on a DC 20 Constitution saving throw or be
blinded until the end of Acererak’s next turn. A creature that
Turn Resistance. Acererak has advantage on saving throws against
succeeds on the saving throw is immune to this effect until the
any effect that turns undead. If Acererak has temporary hit points
end of Acererak’s next turn.
from Demilich, he is instead immune to effects that turn undead.
Energy Drain (Costs 2 Actions). Each creature within 30 feet
Demilich (Mythic; Recharges after a Short or Long Rest). of Acererak must make a DC 20 Constitution saving throw. On
If Acererak is reduced to 0 hit points, he does not die or fall a failed save, the creature’s hit point maximum is magically
unconscious. Instead, his true form as a demilich is revealed. reduced by 10 (3d6). If a creature’s hit point maximum is
Acererak immediately ends all ongoing conditions and gains 285 reduced to 0 by this effect, the creature dies. A creature’s hit
hit points. His size changes to Tiny, his Strength becomes 1 (-5), point maximum can be restored with the greater restoration
he gains resistance to bludgeoning, piercing, and slashing damage spell or similar magic.
from magical attacks, his walking speed becomes 0, and he gains a Vile Curse (Costs 3 Actions). Acererak targets one creature he
fly speed of 30 and can hover. can see within 30 feet of him. The target must succeed on a DC
20 Wisdom saving throw or be cursed. Until the curse ends, the
Actions target has disadvantage on attack rolls and saving throws. The
Paralyzing Touch. Melee Spell Attack: +15 to hit, reach 5 ft., one target can repeat the saving throw at the end of each of its turns,
creature. Hit: 10 (3d6) cold damage, and the target must succeed ending the curse on a success.

11
ACERERAK
Adamastor as a Mythic Encounter
Adamastor is a powerful encounter on its own, but if the
adventurers want a true challenge fit for the gods, you
can use its Astral Effluence trait. Using this trait marks
a drastic turn in the encounter as Adamastor releases
Adamastor
a build up of arcane energies it keeps stored within its Astral dreadnoughts were created by powerful
digestive demiplane. Once Adamastor has used this beings as a way of seeking out and defeating their
trait, it can choose one of its mythic actions when he greatest threats. These alien monsters hold an
uses a legendary action. extraplanar dimension within their bodies, scooping
Read or paraphrase the following text when Adamastor creatures into their great maw and digesting them via
uses his Astral Affluence trait: magical siphoning.
Against the black void, just the hulking dreadnought Many creatures will hunt the dreadnought, as after
and all those that remain to stand against it can be defeating them the contents of their stomach are left
seen. There is an overwhelming sense of dread—until floating in the astral sea, making them mobile treasure
the gigantic eyeball rolls backwards and the muscles hoards. Adamastor is one of the eldest of its kind, and
go slack. The creature seems defeated. Then, from rumors of the size of the treasure within the beast have
deep within the gullet of the monster, a sound rumbles yet to accurately describe its true value.
outward. Suddenly, an explosive emission of energy As a force of nature, Adamastor has no ideals, bonds,
escapes the mouth of Adamastor. A great rainbow or flaws. Its nature is either beyond comprehension, or
colored nebula erupts and expands outward, destroying as simple and singularly focused as “destruction.”
the black sphere that surrounds you. With the
destruction of the event horizon, the creature’s eye rolls Adamastor’s Lair
forward once more, revitalized and filled with hatred
against a brilliant new nebula. A nearly black sphere with a 120-foot radius is centered
upon Adamastor. The creature has attained a bulk so
Rewards great that space warps around it. This sphere possesses
Fighting Adamastor as a mythic encounter is equivalent an event horizon that prevents creatures from leaving
to fighting two CR 21 creatures in one encounter. Award the lair without the use of magic. When on its home
Nikki Dawes

a party 66,000 XP for defeating Adamastor after it uses plane, the elemental’s lair is a six mile region centered
its Astral Effluence trait. You can also reward them with upon itself.
the stomach of donjon and the spell Waethra’s warm
welcome in addition to any other treasures that spill
from its demiplane.
12
ADAMASTOR
Lair Actions. On initiative count 20 (losing initiative Regional Effects. The region containing Adamastor’s
ties), Adamastor takes a lair action to cause one of the lair is warped by the dreadnought, which creates one or
following effects; Adamastor can’t use the same effect more of the following effects:
two rounds in a row:
• The outer perimeter of the sphere is solid. This event
• Adamastor spins the event horizon. All creatures horizon allows any material to pass into the lair, but
standing on the event horizon must succeed on a DC nothing can leave without the aid of magic. Silver
19 Dexterity saving throw or fall prone. cords do pass through the event horizon.
• Adamastor chooses one creature it can see. That • Gravity within the black sphere pushes outwards in
creature is moved 30 feet to an unoccupied space all directions from Adamastor. Creatures can walk on
of Adamastor’s choosing as astral winds shift the event horizon as though it were solid ground.
their position. • The event horizon blocks all lines of sight to the
• Locking the gaze of a creature it can see, Adamastor world outside the lair. Creatures and objects within
casts confusion without the need for components or the sphere cannot be targeted by those outside the
concentration. This effect lasts until the next time sphere, and vice versa.
Adamastor takes a lair action. • Divination spells cannot cross the event horizon.

Adamastor Astral Effluence (Mythic; Recharges after a Short or Long


Rest). If Adamastor is reduced to 0 hit points, it regains 297 hit
Gargantuan monstrosity (titan), unaligned
points and releases a cloud of magical energy.

Armor Class 20 (natural armor) Actions
Hit Points 297 (17d20 + 119)
Multiattack. Adamastor makes three attacks: one with its bite and
Speed 15 ft., fly 80 ft. (hover)
two with its claws.

STR DEX CON INT WIS CHA Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one target.
28 (+9) 7 (-2) 25 (+7) 5 (-3) 14 (+2) 18 (+4)
Hit: 36 (5d10 + 9) piercing damage. If the target is a creature of

Saving Throws Dex +5, Wis +9 Huge size or smaller and this damage reduces it to 0 hit points or
Skills Perception +9 it is incapacitated, Adamastor swallows it. The swallowed target,
Damage Resistances bludgeoning, piercing, and slashing damage along with everything it is wearing and carrying, appears in an
from nonmagical attacks unoccupied space on the floor of Adamastor’s Demiplanar Donjon.
Condition Immunities charmed, exhaustion, frightened, Claw. Melee Weapon Attack: +16 to hit, reach 20 ft., one target.
paralyzed, petrified, poisoned, prone, stunned Hit: 19 (3d6 + 9) slashing damage.
Senses darkvision 120 ft., passive Perception 19
Languages — Legendary Actions
Challenge 21 (33,000 XP) Adamastor can take 3 legendary actions, choosing from the
— options below. Only one legendary option can be used at a time
Antimagic Cone. Adamastor’s opened eye creates an area of and only at the end of another creature’s turn. Adamastor regains
antimagic, as in the antimagic field spell, in a 150-foot cone. At the spent legendary actions at the start of its turn.
start of each of its turns, Adamastor decides which way the cone
faces. The cone doesn’t function while the Adamastor’s eye is Claw. Adamastor makes one claw attack.
closed or while Adamastor is blinded. Donjon Visit (Costs 2 Actions). One creature that is Huge or
smaller that the Adamastor can see within 60 feet of it must
Astral Entity. Adamastor can’t leave the Astral Plane, nor can it be succeed on a DC 19 Charisma saving throw or be magically
banished or otherwise transported out of the Astral Plane. teleported to an unoccupied space on the floor of Adamastor’s
Demiplanar Donjon. Any creature or object that Adamastor Demiplanar Donjon. At the end of the target’s next turn, the
swallows is transported to a demiplane that can be entered by target reappears in the space it left or in the nearest unoccupied
no other means except a wish spell or this creature’s Donjon Visit space if that space is occupied.
ability. A creature can leave the demiplane only by using magic that Psychic Projection (Costs 3 Actions). Each creature within 60
enables planar travel, such as the plane shift spell. The demiplane feet of the Adamastor must make a DC 19 Wisdom saving throw,
resembles a stone cave roughly 1,000 feet in diameter with a taking 15 (2d10 + 4) psychic damage on a failed save, or half as
ceiling 100 feet high. Like a stomach, it contains the remains of much damage on a successful one.
Adamastor’s past meals. Adamastor can’t be harmed from within Mythic Actions
the demiplane. If Adamastor dies, the demiplane disappears, and If Adamastor is a Mythic encounter, it can choose from the options
everything inside it appears around the corpse. The demiplane is below as additional legendary actions after it uses its Astral
otherwise indestructible. Effluence feature.
Legendary Resistance (3/Day). If Adamastor fails a saving throw, Arcane Charge (Costs 3 Actions). Every spellcaster within 60
it can choose to succeed instead. feet of Adamastor rolls 1d8 and loses the highest level spell
Magic Weapons. Adamastor’s weapon attacks are magical. slot they have, but no higher than their roll. All creatures take
lightning damage equal to the combined total of spell slots lost.
Sever Silver Cord. If Adamastor scores a critical hit against a
Bite. Adamastor makes one bite attack.
creature traveling through the Astral Plane by means of the astral
Charge. Adamastor moves up to its speed and can immediately
projection spell, Adamastor can cut the target’s silver cord instead
take another legendary or mythic action (provided it has
of dealing damage.
actions remaining).

13
ADAMASTOR
Aspect of the
Earthmother
Tales of monstrous beasts seen at sea, told over ale
in a fishing tavern, are as commonplace as stories of
ghosts over a campfire. Island regions, such as the
Moonshea, are in no short supply of these fanciful tales.
In truth, much of the culture and mythos of the Ffolk
and Northlanders of the Moonshea have been shaped by
close encounters with such beasts and the respect for
the sea they command—believing them to be children
of the Earthmother.
The story of the leviathan is just one of these tales.
It is said to be a supermassive whale that overwhelms
even the largest ships in size and speed, using its heft
to create massive tidal waves to capsize boats. These
stories spun into myths (now known to be true) about
the leviathan: that it acted as a safeguard of the seas
around the Moonshea Ises and against incursions
upon its lands from Malar’s own aspects. After the
leviathan was slain by Kazgaroth in 1345 DR, agents
devout to Malar and his aspects used an artifact (a
heart-shaped golden idol) gifted to them by Malar to
trap the leviathan’s body within it, hoping it could never
reincarnate. In the end, the will of the Earthmother was
persistent, and the leviathan’s body reformed around For DMs wanting to know more about the Leviathan,
grandfailure

the artifact—but its power was bridled, and it was Earthmother, Kazgoroth or the history of the Moonshae
unable to stand against Malar or his aspects again. Isles can look to these books: Moonshae and Darkwalker
A leviathan is a force of nature, and lacks the on Moonshae by Douglas Niles, and The Grand History of
the Realms by Brian R. James and Ed Greenwood.
sentience required to form bonds, ideals, and flaws.

14
ASPECT OF THE EARTHMOTHER
Aspect of the
The Aspect as a Mythic Encounter
Earthmother’s Lair A leviathan is a powerful encounter on its own, but
A leviathan typically lairs within the Elemental Plane if the adventures want a true challenge fit for the
of Water, but not so for the child of the Earthmother. gods, you can use the Aspect of the Earthmother’s
Instead, the Aspect of the Earthmother calls the entire Unchained trait. Using this trait marks a drastic turn in
region within 6 miles of the coasts of the Moonshea the encounter as the artifact holding its soul trapped
loses its grip. Once the leviathan has used this trait,
Isles its lair.
it can choose one of its mythic actions when it uses a
Lair Actions. On initiative count 20 (losing initiative
legendary action.
ties), the Aspect of the Earthmother takes a lair action Read or paraphrase the following text when Aspect of
to cause one of the following effects; it can’t use the the Earthmother uses its Unchained trait:
same effect two rounds in a row:
When exposing the heart:
• If the leviathan is swimming within water in its lair, As the hulking leviathan succumbs to your
it can receive the blessing of the Earthmother and overwhelming might, a glimmer of gold becomes
immediately end one condition affecting it. exposed within its wounds. The leviathan’s serpentine
• The leviathan casts the spell storm sphere XGE. Its body uncoils, exposing the heart to you, inviting you to
spellcasting ability for this spell is Constitution (spell finish it off.
save DC 24). The leviathan ends its concentration on
this spell when it uses another lair action.
When the heart is destroyed:
• Water currents and winds within 120 feet of the
leviathan become unpredictable and rampant. As the golden idol is destroyed; sparks of lightning and
Ranged attacks that travel through this area have small maelstroms appear from within the leviathan’s
disadvantage on their attack rolls until the leviathan body. The skin of the leviathan begins to glow with
takes another lair action. patterns and runes as the wounds on its body heal.
As the elemental’s power peaks, you get the sense it is
Regional Effects. The region containing the Aspect stronger than ever before.
of the Earthmother’s lair is warped by the creature’s
primordial magic, creating the following magical effects: Rewards
• Within 1 mile of the leviathan’s lair, predatory animals Fighting Aspect of the Earthmother as a mythic
form packs that mimic the structure of wolf packs, encounter is equivalent to fighting two CR 22 creatures
in one encounter. Award a party 82,000 XP for
even if they would otherwise be solitary.
defeating the leviathan after using Unchained. You
• Within 6 miles of the leviathan’s lair, a unicorn can
can also reward them with the leviathan hide armor,
always be found. Kazgorath’s lie, or the fractured golden idol in addition to
• The leviathan can alter the weather at will in a 6-mile any other treasures that the leviathan may hold.
radius centered on his lair. The effects are identical to
the control weather spell.
When Aspect of the Earthmother dies, all of these
regional effects fade immediately.
yuri_b

15
ASPECT OF THE EARTHMOTHER
Aspect of the Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit:
16 (1d12 + 10) bludgeoning damage plus 6 (1d12) acid damage.
Earthmother Tidal Wave (Recharge 6). While submerged, the leviathan
Gargantuan elemental, neutral magically creates a wall of water centered on itself. The wall is up
— 250 feet long, up to 250 feet high, and up to 50 feet thick. When
Armor Class 17 the wall appears, all other creatures within its area must each
Hit Points 328 (16d20 + 160) make a DC 24 Strength saving throw. A creature takes 33 (6d10)
Speed 40 ft., swim 120 ft. bludgeoning damage on failed save, or half as much damage on a

STR DEX CON INT WIS CHA successful one.
30 (+10) 24 (+7) 30 (+10) 2 (-4) 18 (+4) 17 (+3) At the start of each of the leviathan’s turns after the wall
appears, the wall, along with any other creatures in it, moves

Saving Throws Wis +10, Cha +9 50 feet away from the leviathan. Any Huge or smaller creature
Damage Resistances bludgeoning, piercing, and slashing from inside the wall or whose space the wall enters when it moves must
nonmagical attacks succeed on a DC 24 Strength saving throw or take 27 (5d10)
Damage Immunities acid, poison bludgeoning damage. A creature takes this damage no more than
Condition Immunities exhaustion, grappled, paralyzed, petrified, once on a turn. At the end of each turn the wall moves, the wall’s
poisoned, prone, restrained, stunned height is reduced by 50 feet, and the damage creatures take from
Senses darkvision 60 ft., passive Perception 14 the wall on subsequent rounds is reduced by 1d10. When the wall
Languages — reaches 0 feet in height, the effect ends.
Challenge 22 (41,000 XP) A creature caught in the wall can move by swimming. Because of
the force of the wave, though, the creature must make a successful

Legendary Resistance (3/Day). If the leviathan fails a saving DC 24 Strength (Athletics) check to swim at all during that turn.
throw, it can choose to succeed instead.
Partial Freeze. If the leviathan takes 50 cold damage or more
Legendary Actions
during a single turn, the leviathan partially freezes; until the end of The leviathan can take 3 legendary actions, choosing from the
its next turn, its speeds are reduced to 20 feet, and it makes attack options below. Only one legendary action can be used at a time
rolls with disadvantage. and only at the end of another creature’s turn. The leviathan
regains spent legendary actions at the start of its turn.
Siege Monster. The leviathan deals double damage to objects and
structures (included in Tidal Wave). Move. The leviathan moves up to its speed.
Slam (Costs 2 Actions). The leviathan makes one slam attack.
Unchained (Mythic). When the leviathan is reduced to 0 hit
points, it does not die or fall unconscious. Instead, the damage Mythic Actions
exposes a golden heart idol. This idol has an AC of 20 and 50 hit If the Aspect of the Earthmother is a Mythic encounter, it can
points. It is immune to all bludgeoning, piercing, and slashing choose from the options below as additional legendary actions
damage from nonmagical attacks, and all conditions. If it is forced after its golden heart idol has been destroyed.
to make a saving throw, treat all its ability scores as 10 (+0). When Earthmother’s Charge. The leviathan channels power directly
the idol is destroyed, the leviathan is restored to 328 hit points and from the Earthmother, allowing it to charge forward in a sudden
gains a flying speed equal to its swim speed. If the leviathan takes burst of speed. The leviathan moves in a straight line up to its
a short or long rest before the idol is destroyed, its body heals and swim or fly speed. Each creature whose space it moves through
the idol is covered again. during this movement must succeed on a DC 24 Dexterity saving
Water Form. The leviathan can enter a hostile creature’s space throw or take 35 (10d6) bludgeoning damage. A creature that
and stop there. It can move through a space as narrow as 1 inch takes damage in this way is pushed in the direction that the
wide without squeezing. leviathan is moving, ending in the nearest unoccupied space to
the leviathan at the end of its movement.
Actions Earthmother’s Swarm. Ranged Weapon Attack: +13 to hit, reach
Multiattack. The leviathan makes two attacks: one with its slam 60 ft., four targets. Hit: 14 (4d4 + 4) piercing damage.
and one with its tail. Call of the Earthmother (Costs 3 Actions). The leviathan
shrieks out, a sound which can be heard for up to 6 miles. Each
Slam. Melee Weapon Attack: +16 to hit, reach 20 ft., one creature within 120 feet of the leviathan must succeed on a DC
target. Hit: 15 (1d10 + 10) bludgeoning damage plus 5 (1d10) 24 Constitution saving throw, or become stunned until the end
acid damage. of its next turn. Creatures that succeed this saving throw are
deafened until the end of their next turn instead.

16
ASPECT OF THE EARTHMOTHER
Baphomet
Baphomet, also known as The Horned King, is a great
hulking minotaur with blood-red eyes and smaller For DMs wanting to know more about Baphomet, each
sets of horns surrounding his larger ones. These traits edition has had some content dedicated to the Horned
express themselves in his followers as well, with King. In 1st edition, Monster Manual II, and Monster
Mythology both possess a small amount of lore. For
cultists gaining horns and crimson eyes. His great
2nd edition the accessor On Hallowed Ground gave a
glaive Heartcleaver leaves great swaths of destruction little more information about his realm. In 3rd edition,
in its wake. the Book of Vile Darkness and Fiendish Codex 1 give a
lot of information about Baphomet. With 4th edition,
daniel comerci

Ideal. “Enter my labyrinth, prey. Prove you can escape


by killing me.” information about Baphomet was mostly found in Dragon
369. Finally for 5th edition, Mordenkainen’s Tome of Foes
Bond. “Civilization is a lie—a pen used to hold back
features information about the demon prince while Out
true strength.” of the Abyss has his presence.
Flaw. “I embrace my savage instincts, even when my
cunning mind would serve me better.”
17
BAPHOMET
Baphomet’s Lair
Baphomet as a Mythic Encounter
The Lyktion, also known as the Endless Maze, can
Baphomet is a powerful encounter on his own, but
be found deep within the Abyss. Inhabited by the
if the adventurers want a true challenge fit for the
cultists and demons who follow Baphomet, this three- gods, you can use his Civilization’s Doom trait. Using
dimensional labyrinth traps unfortunate souls for this trait marks a drastic turn in the encounter as
eternity. Even those who find their way through this Baphomet forces his layer of the abyss to express itself
puzzle and to the edge have only a moat between them around him. Once Baphomet has used this trait, he can
and the rest of the Abyss. choose from one of his mythic actions when he uses a
Lair Actions. On initiative count 20 (losing initiative legendary action.
ties), Baphomet can take a lair action to cause one of the Read or paraphrase the following text when Baphomet
following magical effects; he can’t use the same effect uses his Civilization’s Doom trait:
two rounds in a row: Guttural sounds tell you Baphomet is starting to get
tired—at least, as much as the 20-foot tall minotaur
• Baphomet seals one doorway or other entryway
can tire. Fighting in this way hasn’t granted the great
(including spell effects like dimension door) within the
fiend the edge he is used to. Grabbing Heartcleaver and
lair. The opening must be unoccupied. It is filled with
raising it above his great horns, Baphomet calls out
solid stone for 1 minute or until Baphomet creates
to the Abyss.
this effect again.
• Baphomet chooses a room within the lair that is no The light all around you begins to fluctuate, like liquid
larger in any dimension than 100 feet. Until the next metal and fractures of glass. The entire region you were
initiative count 20, gravity is reversed within that fighting in looks exactly the same, but looking around,
room. Any creatures or objects in the room when this Baphomet and your companions are missing. Walking
happens fall in the direction of the new pull of gravity, about, you fall through fractals of reality, moving from
unless they have some means of remaining aloft. one chamber to another within an ephemeral maze.
Baphomet can ignore the gravity reversal if he’s in the And still, you feel the Horned King hunting you—feel
room, although he likes to use this action to land on a the rumbling of his great bulk as he shifts through the
ceiling to attack targets flying near it.

Mopic
reality maze. Your battle is far from over.
• Baphomet casts mirage arcane, affecting a room
within the lair that is no larger in any dimension Rewards
than 100 feet. The effect ends on the next Fighting Baphomet as a mythic encounter is equivalent
initiative count 20. to fighting two CR 23 creatures in one encounter. Award
Regional Effects. The region containing Baphomet’s a party 100,000 XP for defeating Baphomet after he
uses Civilization’s Doom. You can also reward them with
lair is warped by his magic, creating one or more of the
the bardiche of the endless maze or the spell Baphomet’s
following effects: perfect form, in addition to any other treasures that the
• Plant life within 1 mile of the lair grows thick and he may have sequestered away.
forms walls of trees, hedges, and other flora in the
form of small mazes.
• Beasts within 1 mile of the lair become frightened
and disoriented, as though constantly under threat of
being hunted, and might lash out or panic even when
no visible threat is nearby.
• Creatures who rest within 1 mile of the lair must
succeed on a DC 18 Wisdom saving throw or gain the
following flaw, which can be removed by a greater
restoration or wish spell, or when Baphomet is
defeated: “Only a fool would trust someone weaker
than themselves.”

18
BAPHOMET
Baphomet to note which section of the lair it is in. Creatures in one section
cannot see or target creatures or objects in other sections. Due to
Huge fiend (demon), chaotic evil
the nature of the maze, a creature cannot enter the same space as
— another creature, even if they are in different sections.
Armor Class 22 (natural armor)
Whenever Baphomet makes this roll, he can choose the result.
Hit Points 275 (19d12 + 152)
A creature can use its action to make a DC 23 Wisdom (Survival)
Speed 40 ft.
check. Success allows it to choose another creature within the lair

STR DEX CON INT WIS CHA and move to its section.
30 (+10) 14 (+2) 26 (+8) 18 (+4) 24 (+7) 16 (+3)
Actions

Saving Throws Dex +9, Con +15, Wis +14 Multiattack. Baphomet makes three attacks: one with
Skills Intimidation +17, Perception +14 Heartcleaver, one with his bite, and one with his gore attack.
Damage Resistances cold, fire lightning
Damage Immunities poison; bludgeoning, piercing, and slashing Heartcleaver. Melee Weapon Attack: +17 to hit, reach 15 ft., one
damage from nonmagical attacks target. Hit: 21 (2d10 + 10) slashing damage.
Condition Immunities charmed, exhaustion, frightened, poisoned Bite. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit:
Senses truesight 120 ft., passive Perception 24 19 (2d8 + 10) piercing damage.
Languages all, telepathy 120 ft.
Gore. Melee Weapon Attack: +17 to hit, reach 10 ft., one target.
Challenge 23 (50,000 XP)
Hit: 17 (2d6 + 10) piercing damage.

Charge. If Baphomet moves at least 10 feet straight toward a Frightful Presence. Each creature of Baphomet’s choice that is
target and then hits it with a gore attack on the same turn, the within 120 feet of him and aware of him must succeed on a DC
target takes an extra 16 (3d10) piercing damage. If the target is a 18 Wisdom saving throw or become frightened for 1 minute. A
creature, it must succeed on a DC 25 Strength saving throw or be frightened creature can repeat the saving throw at the end of
pushed up to 10 feet away and knocked prone. each of its turns, ending the effect on itself on a success. These
later saves have disadvantage if Baphomet is within line of sight of
Innate Spellcasting. Baphomet’s spellcasting ability is Charisma
the creature.
(spell save DC 18). He can innately cast the following spells,
If a creature succeeds on any of these saves or the effect ends
requiring no material components.
on it, the creature is immune to Baphomet’s Frightful Presence for
At will: detect magic the next 24 hours.
3/day each: dispel magic, dominate beast, hunter’s mark, maze,
wall of stone Legendary Actions
1/day each: teleport Baphomet can take 3 legendary actions, choosing from the options
Labyrinthine Recall. Baphomet can perfectly recall any path he below. Only one legendary action option can be used at a time and
has traveled, and he is immune to the maze spell. only at the end of another creature’s turn. Baphomet regains spent
legendary actions at the start of his turn.
Legendary Resistance (3/Day). If Baphomet fails a saving throw,
he can choose to succeed instead. Heartcleaver Attack. Baphomet makes a melee attack
with Heartcleaver.
Magic Resistance. Baphomet has advantage on saving throws Charge (Costs 2 Actions). Baphomet moves up to his speed,
against spells and other magical effects. then makes a gore attack.
Magic Weapons. Baphomet’s weapon attacks are magical. Mythic Actions
Reckless. At the start of his turn, Baphomet can gain advantage If Baphomet is a Mythic encounter, he can choose from the
on all melee weapon attack rolls during that turn, but attack rolls options below as additional legendary actions while he possesses
against him have advantage until the start of his next turn. temporary hit points from his Civilization’s Doom trait.
Civilization’s Doom (Mythic; Recharges after a Short or Long Explore. Baphomet rolls 1d12 to change his location in his lair. He
Rest). If Baphomet is reduced to 0 hit points, he does not die cannot choose the result of this roll.
or fall unconscious. Instead, he is reduced to 1 hit point and an Bellow. Baphomet unleashes a loud warcry. Baphomet uses his
ethereal labyrinth appears on the battlefield, filling an 120-foot Frightful Presence trait, which affects creatures in all sections of
radius sphere centered on Baphomet. This area counts as his lair. his lair, even if they can’t see him.
Baphomet immediately gains 275 temporary hit points. While he Dimensional Cleave. Baphomet makes a melee attack with
possesses these temporary hit points, whenever a creature within Heartcleaver. If he deals damage with this attack, roll 1d12 and
120 feet of Baphomet moves 20 feet or more, it must roll 1d12 move the target to that section of the lair.

19
BAPHOMET
Brassheart wearing metal armor suffer 9 (2d8) fire damage at
the start of their turn, and creatures holding metal
A phoenix is a creature of raw power—an eternal items in their hands must drop their weapon or suffer
flame made physical. The birdlike visage is only a 9 (2d8) fire damage. This lasts until Brassheart uses
noble form chosen by the elemental, something that another lair action.
properly represents the pure power and chaos of fire. • Wind moves through the lair, causing the fires to burn
Brassheart is one of the greatest of its kind, larger higher. When resolving fire damage, rolls of 1 or 2 are
than other elder fire elementals and second only to the treated as a 3.
archomentals like Imix.
As a force of nature, Brassheart has no ideals, bonds, Regional Effects. The region containing Brassheart’s
or flaws. Its nature is either beyond comprehension, or lair is warped by the elemental’s magic, which creates
as simple and singularly focused as “destruction.” one or more of the following effects:
• Water within six miles of Brassheart’s lair is always
Brassheart’s Lair exceptionally warm. Creatures don’t suffer damage
from this, but bubbles start to form as though the
A creature like Brassheart chooses a lair as close to
water is near boiling.
its own form as possible, prompting it to settle in the
• Flammable objects become dried and desiccated
volcanoes of Chult. Between the active lava chambers,
within 6 miles of the lair. Grasses are exceptionally
many worshippers in the form of firenewts, and even an
prone to burning.
adult red dragon guardian, Brassheart has no intentions
• The ground within 6 miles of the lair glows with an
of moving from this home.
orange light, as though a fire burns just under the
When on its home plane, the elemental’s lair is a six
surface. This provides enough illumination to create
mile region centered upon itself.
dim light within 6 miles of the lair.
Lair Actions. On initiative count 20 (losing initiative
ties), Brassheart takes a lair action to cause one of If Brassheart dies, the effects of the lair end
the following effects; it can’t use the same effect two immediately.
rounds in a row:
• A column of fire is dragged through the lair. Place Brassheart as a Mythic Encounter
ten 10-foot-by-10-foot panels down into unoccupied Brassheart is a powerful encounter on its own, but if
spaces as a series of horizontal walls. They do the adventurers want a true challenge fit for the gods,
not need to be connected. This fire remains until you can use its Searing Soul trait. Using this trait marks

grandfailure
Brassheart uses another lair action. Creatures who a drastic turn in the encounter as Brassheart’s fury
start their turn within the wall or move through it for is unleashed. Once Brassheart has used this trait, it
can choose one of its mythic actions when he uses a
the first time on their turn take 28 (8d6) fire damage.
legendary action.
• All metal weapons and armor in the lair heat up as Read or paraphrase the following text when Brassheart
though affected by the heat metal spell. Creatures uses its Searing Soul trait:

As the firebird dims with each attack, it begins to


resemble a low coal more than a burning pyre. The
end is near, although the legends that speak of these
creatures living through their own deaths linger in your
minds. Then the final blow comes. The creature cries,
a low sad cross between a chirp and a crackling fire.
A thick lid closes over a once-bright pinpoint pupil of
light and the solid core of the creature falls like bones
cast onto the ground. A low rumble begins, so quiet at
first it’s barely perceptible. But as the sound grows, so
too does an intense purple flame along the length of
the coals. As these flames increase, the corpse of the
phoenix begins to lift. The flames become pure blue, and
even white. Where the flame-like feathers emerge from
its wings, stone vaporizes.

Rewards
Fighting Brassheart as a mythic encounter is equivalent
to fighting two CR 21 creatures in one encounter. Award
a party 66,000 XP for defeating Brassheart after it uses
Searing Soul. You can also reward them with the phoenix
cage and the spell fire wings in addition to any other
treasures it might hold.
20
BRASSHEART
Brassheart
Gargantuan elemental, neutral


Armor Class 18
Hit Points 245 (14d20 + 98)
Speed 20 ft., fly 120 ft.

STR DEX CON INT WIS CHA
19 (+4) 26 (+8) 25 (+7) 2 (-4) 21 (+5) 18 (+4)

Saving Throws Wis +10, Cha +9
Damage Resistances bludgeoning, piercing, and slashing
damage from nonmagical attacks
Damage Immunities fire, poison
Condition Immunities exhaustion, grappled, paralyzed,
petrified, poisoned, prone, restrained, stunned
Senses darkvision 60 ft., passive Perception 15
Languages —
Challenge 21 (33,000 XP)

Fiery Death and Rebirth. When Brassheart dies, it explodes.
Each creature within 60-feet of it must make a DC 20 Dexterity
saving throw, taking 22 (4d10) fire damage on a failed save,
or half as much damage on a successful one. The fire ignites
flammable objects in the area that aren’t worn or carried.
The explosion destroys Brassheart’s body and leaves behind
an egg-shaped cinder that weighs 5 pounds. The cinder is blazing
hot, dealing 21 (6d6) fire damage to any creature that touches it,
though no more than once per round. The cinder is immune to
all damage, and after 1d6 days, it hatches a new phoenix.
Fire Form. Brassheart can move through a space as narrow
as 1 inch wide without squeezing. Any creature that touches
Brassheart or hits it with a melee attack while within 5 feet of it
takes 5 (1d10) fire damage. In addition, Brassheart can enter a Legendary Actions
hostile creature’s space and stop there. The first time it enters Brassheart can take 3 legendary actions, choosing from the
a creature’s space on a turn, that creature takes 5 (1d10) fire options below. Only one legendary action option can be used at
damage. With a touch, Brassheart can also ignite flammable a time and only at the end of another creature’s turn. Brassheart
objects that aren’t worn or carried (no action required). regains spent legendary actions at the start of its turn.
Flyby. Brassheart doesn’t provoke opportunity attacks when it Peck. Brassheart makes one beak attack.
flies out of an enemy’s reach. Move. Brassheart moves up to its speed.
Illumination. Brassheart sheds bright light in a 60-foot radius Swoop (Costs 2 Actions). Brassheart moves up to its speed
and dim light for an additional 30 feet. and attacks with its fiery talons.

Legendary Resistance (3/Day). If Brassheart fails a saving Mythic Actions


throw, it can choose to succeed instead. If Brassheart is a Mythic encounter, it can choose from the
options below as additional legendary actions after its Searing
Siege Monster. Brassheart deals double damage to objects
Soul ability is used.
and structures.
Conflagrate (Costs 3 Actions). Brassheart attempts to burn
Searing Soul (Mythic; Recharges after a Short or Long
all the breathable air from the area. Creatures within 40
Rest). If Brassheart is reduced to 0 hit points, it is instead
feet of Brassheart must succeed on a DC 20 Constitution
reduced to 1 hit point. Brassheart immediately gains 245 hit
saving throw or gain a level of heat sickness. A creature with
points and explodes as though it had died (without leaving
a heat sickness level greater than its Constitution modifier
behind an egg).
falls unconscious.
Actions A creature loses a level of heat sickness each time they
complete a long rest. Lesser restoration removes one level of
Multiattack. Brassheart makes two attacks: one with its beak
heat sickness, while greater restoration removes all levels.
and one with its fiery talons.
Grab. Brassheart moves up to its flying speed, and can try to
Beak. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. grapple one Large or smaller creature during this movement.
Molten Molt (Costs 2 Actions). Brassheart moves up to
Bob Greyvenstein

Hit: 15 (2d6 + 8) fire damage. If the target is a creature or a


flammable object, it ignites. Until a creature takes an action to its flying speed and chooses 1d6 spaces directly below its
douse the fire, the target takes 5 (1d10) fire damage at the start path. These spots are filled with a hot magma that counts as
of each of its turns. difficult terrain. A creature that starts its turn within one of
these spaces or moves within 5 feet of one suffers 5 (1d10)
Fiery Talons. Melee Weapon Attack: +14 to hit, reach 15 ft., one
fire damage.
target. Hit: 17 (2d8 + 8) fire damage.

21
BRASSHEART
Claugiyliamatar and treasures that would allow her to change into a
human form. Sometime around 1489 DR, she came
“CLOG-ee-lee-uh-MAT-ar” into possession of an emerald cloak of shapeshifting,
“Old Gnawbone”, the moniker given to Claugiyliamatar, a legendary item that grants her the ability to change
is a fitting one, for she undoubtedly would be found shape in the same fashion as other ancient dragons.
with a dead or near-dead creature or two hanging This is her most prized possession. Since obtaining it,
between her teeth—a morsel to suckle on or consume her dealings with the Gnawbones have become more
later. Claugiyliamatar is a cunning and ancient green scarce and limited, leading some to believe she has left
dragon who resides in the Deeping Cave of Kryptgarden Kryptgarden.
Forest, north of Waterdeep and hugged on the west Ideal. “I manipulate even the wisest people into
by the Sword Mountains. She is a solitary dragon, unknowingly giving me riches, destroying my
fending off incursions from would-be dragonslayers, enemies, and securing my lands.”
rivals, and potential mates all the same. Despite this, Bond. “I will weave my lies and manipulations until
she works with criminal agents in both Neverwinter one day my noble woman persona is alluring and
and Waterdeep. These agents are known as the captivating to everyone.”
Gnawbones, as a way of manipulating the politics and Flaw. “I insist on keeping my lair close to my goals, and
social standings of each city—a favorite pastime of the I cannot accept that my presence in Kryptgarden isn’t
ancient dragon. enough to scare away all threats.”
Until recently, she spent most of her time awake
watching her scrying orbs which focused on the nobles For DMs wanting to know more about Claugiyliamatar,
and leaders of each city, imagining herself in their the ancient green dragon is featured in the Adventurer’s
© Dean Spencer

roles. One of Claugiyliamatar’s greatest ambitions was League module “Corruption in Kryptgarden” (DDEP1-1)
for the Tyranny of Dragons campaign storyline by Teos
to take the form of a noble woman, entrancing other
Abadia. More information can be found in Dragon 233
socialites with her mystery and becoming the focus of “Wyrms of the North: Claugiyliamatar” written by Ed
their rumors and fascinations. A primary goal for the Greenwood, as well as the 3rd edition sourcebook City of
Gnawbones was to, on her order, seek out magic items Splendors: Waterdeep by Eric L. Boyd.

22
CLAUGIYLIAMATAR
Claugiyliamatar’s Lair Regional Effects. The region containing
Claugiyliamatar’s lair is warped by her magic, which
Deeping Cave, the center of Claugiyliamatar’s lair, is creates one or more of the following effects:
located within the Kryptgarden Forest. From here, her
dominion extends to the natural borders created by • The latent taint of Claugiyliamatar’s experiments with
the River Mirar, Sword Coast, and the Dessarin in all illusion magic have suffused the land near her lair.
directions except east, where the edge of High Forest The DC to determine the true nature of an illusion
and the Evermoors mark its limits. The lair itself is within 1 mile of the lair is increased by 5.
overgrown, and areas without natural camouflage are • Within 1 mile of its lair, the dragon leaves no physical
instead warded with illusory magic. evidence of its passage unless it wishes to. Tracking
Lair Actions. On initiative count 20 (losing initiative it there is impossible except by magical means. In
ties), Claugiyliamatar takes a lair action to cause one of addition, it ignores difficult terrain and damage
the following effects; she can’t use the same effect two from plants in this area that are neither magical nor
rounds in a row: creatures. The plants remove themselves from the
dragon’s path.
• Grasping roots and vines erupt in a 20-foot radius • Rodents and birds within 1 mile of the dragon’s
centered on a point on the ground that the dragon can lair serve as the dragon’s eyes and ears. Deer and
see within 120 feet of it. That area becomes difficult other large game are strangely absent, hinting at the
terrain, and each creature there must succeed on presence of an unnaturally hungry predator.
a DC 15 Strength saving throw or be restrained by
the roots and vines. A creature can be freed if it or If Claugiyliamatar dies, the rodents and birds lose
another creature takes an action to make a DC 15 their supernatural link to her immediately, while the
Strength check and succeeds. The roots and vines wilt other effects fade over 1d10 days.
away when the dragon uses this lair action again or
when the dragon dies.
• 1d4 + 1 illusory green kobolds appear to run into the Old Gnawbone as a Mythic Encounter
area. These kobolds move and attack on initiative Claugiyliamatar is a powerful encounter on her own,
count 20 (including this turn). Attacks made by the but if the adventurers want a true challenge fit for
kobolds deal psychic damage instead of their normal the gods, you can use her Deceitful Presence. Using
this trait marks a drastic turn in the encounter as
damage type. An illusory kobold is destroyed when it
Claugiyliamatar’s form is revealed to be an illusion
takes damage or fails a saving throw. created by Deceitful Presence, and the true dragon
• Magical fog billows around one creature the dragon appears. Once Claugiyliamatar has used this trait, she
Jack Holliday

can see within 120 feet of it. The creature must can choose one of her mythic actions when she uses a
succeed on a DC 15 Wisdom saving throw or be legendary action.
charmed by the dragon until initiative count 20 on Read or paraphrase the following text when
the next round. Claugiyliamatar uses her Deceitful Presence trait:
As you approach Claugiyliamatar’s hulking frame,
collapsed in a lifeless heap, it begins to fade from your
view. Struck with bewilderment, the entirety of the
form suddenly disappears, leaving behind a lingering
green fog. The sudden realization dawns on you, as your
breath from the effort slowly returns, that what you
just fought was a deception - a trick. As loud footfalls
bear down on your position, you have just enough time
to turn and ready yourself before an enormous fanged
maw emerges from the edge of your vision, the corpse of
a robed scholar caught dangling between her teeth.

Rewards
Fighting Claugiyliamatar as a mythic encounter is
equivalent to fighting two CR 23 creatures in one
encounter. Award a party 100,000 XP for defeating
Claugiyliamatar after she uses Deceitful Presence. You
can also reward them with the heart of the ancient green
or emerald cloak of shapeshifting, in addition to any hoard
or other treasures she might hold.

23
CLAUGIYLIAMATAR
Claugiyliamatar for 1 minute. A creature can repeat the saving throw at the end
of each of its turns, ending the effect on itself on a success. If a
Gargantuan dragon, lawful evil
creature’s saving throw is successful or the effect ends for it, the
— creature is immune to Claugiyliamatar’s Frightful Presence for the
Armor Class 21 (natural armor)
next 24 hours.
Hit Points 385 (22d20 + 154)
Speed 40 ft., fly 80 ft., swim 40 ft. Poison Breath (Recharge 5–6). Claugiyliamatar exhales
poisonous gas in a 90-foot cone. Each creature in that area

STR DEX CON INT WIS CHA must make a DC 22 Constitution saving throw, taking 77 (22d6)
27 (+8) 12 (+1) 25 (+7) 20 (+5) 17 (+3) 19 (+4) poison damage on a failed save, or half as much damage on a
— successful one.
Saving Throws Dex +8, Con +14, Wis +10, Cha +11
Skills Deception +11, Insight +10, Perception +17, Persuasion +11, Change Shape (emerald cloak of shapeshifting).
Stealth +8 Claugiyliamatar magically polymorphs into a humanoid or beast
Damage Immunities poison that has a challenge rating no higher than her own, or back into her
Condition Immunities poisoned true form. She reverts to her true form if she dies. Any equipment
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 27 it is wearing or carrying is absorbed or borne by the new form
Languages Common, Draconic, Alzhedo, Chondathan, Illuskan, (Claugiyliamatar’s choice). However, the emerald cloak must be
Espraur, Thieves’ Cant borne by the new form, though it’s shape, coloration, and size can
Challenge 23 (50,000 XP) be altered how she sees fit. No matter how she alters the cloak, the
insignia remains visible.

Amphibious. Claugiyliamatar can breathe air and water. In a new form, Claugiyliamatar retains her alignment, hit points,
Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair
Deceitful Presence (Mythic; Recharges after a Short or
actions, and Intelligence, Wisdom, and Charisma scores, as well as
Long Rest). If Claugiyliamatar is reduced to 0 hit points, she is
this action. Her statistics and capabilities are otherwise replaced
not defeated. Instead, her body disappears into a puff of wispy
by those of the new form, except any class features or legendary
green fog, revealing it to be an illusion of her form. Claugiyliamatar
actions of that form.
reappears within 120 feet of where her illusion was killed, with
her full 385 hit points, and immediately takes the Lingering Gas
mythic action.
Legendary Actions
Claugiyliamatar can take 3 legendary actions, choosing from the
Innate Spellcasting. Claugiyliamatar’s innate spellcasting ability options below. Only one legendary action option can be used at a
is Charisma (spell save DC 19). She can innately cast the following time and only at the end of another creature’s turn. Claugiyliamatar
spells, requiring no material components: regains spent legendary actions at the start of her turn.
At will: alter self Detect. Claugiyliamatar makes a Wisdom (Perception) check.
1/day each: invisibility, legend lore, protection from energy, Tail Attack. Claugiyliamatar makes a tail attack.
true seeing Wing Attack (Costs 2 Actions). Claugiyliamatar beats her
Legendary Resistance (3/Day). If Claugiyliamatar fails a saving wings. Each creature within 15 feet of Claugiyliamatar must
throw, she can choose to succeed instead. succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8)
bludgeoning damage and be knocked prone. Claugiyliamatar can
Spellcasting. Claugiyliamatar is an 8th-level spellcaster. Her then fly up to half her flying speed.
spellcasting ability is Wisdom (spell save DC 18, +10 to hit with
spell attacks). She has the following druid spells prepared: Mythic Actions
Cantrips (at will): druidcraft, mending, produce flame If Claugiyliamatar is a Mythic encounter, she can choose from the
1st level (4 slots): cure wounds, detect magic, entangle, speak options below as additional legendary actions as long as she has
with animals used her Deceitful Presence trait.
2nd level (3 slots): animal messenger, pass without trace
Lingering Gas. Claugiyliamatar builds within her a dense poison.
3rd level (3 slots): dispel magic, plant growth
She immediately rolls to recharge her Poison Breath action.
4th level (2 slots): blight, locate creature, stoneskin
Additionally, the next time she uses the Poison Breath action,
the gas lingers in the air until the start of her next turn. Any
Actions creature that starts its turn in the area of the breath must
Multiattack. Claugiyliamatar can use her Frightful Presence. She make a DC 22 Constitution saving throw, taking 35 (10d6)
then makes three attacks: one with her bite and two with her claws. poison damage on a failed save, or half as much damage on a
Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: successful one.
19 (2d10 + 8) piercing damage plus 10 (3d6) poison damage. Illusory Minion. Claugiyliamatar casts major image. Wisdom is her
spellcasting modifier for this spell (spell save DC 19). If she’s
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target.
already concentrating on major image, she can instead use this
Hit: 22 (4d6 + 8) slashing damage.
action to manipulate the spell.
Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: Virulence (Costs 2 Actions). Claugiyliamatar generates a potent
17 (2d8 + 8) bludgeoning damage. mixture of poison and magic within her. Until the end of her next
turn, poison damage that Claugiyliamatar deals to creatures
Frightful Presence. Each creature of Claugiyliamatar’s choice
ignores resistance to poison damage and treats immunity as
that is within 120 feet of Claugiyliamatar and aware of her must
resistance instead.
succeed on a DC 19 Wisdom saving throw or become frightened

24
CLAUGIYLIAMATAR
Demogorgon Demogorgon Lair
As the most powerful of all demon lords, Demogorgon is Twin twisted spires, each topped with a skull shaped
the very existence of chaos and madness made physical. minaret, sink deep into an Abyssal ocean. Here,
With two great gibbering heads, those who look upon Demogorgon lairs and plots his actions against rival
Demogorgon are themselves filled with confusion. demon lords. After spending enough time in any
Swinging his long suckered tentacles, he reaps location, his mere presence begins to twist the area
destruction in large swaths. His large, webbed feet around him, creating secondary lairs that fade away
cause entire civilizations to quake at the very feeling of after he abandons them.
his approach. He is terror and destruction incarnate. Lair Actions. On initiative count 20 (losing initiative
Ideal. “There is only one inevitable truth: everything ties), Demogorgon can take a lair action to cause one of
will be drawn into the Abyss.” the following effects; he can’t use the same effect two
Bond. “Do you feel that? The tickle at the back of your rounds in a row:
little brain? That’s me. Follow me into madness.” • Demogorgon creates an illusory duplicate of
Wizards of the Coast

Flaw. “I rely on my brute chaos, presuming everything himself, which appears in his own space and lasts
will go my way.” until initiative count 20 of the next round. On his
turn, Demogorgon can move the illusory duplicate
For DMs wanting to know more about Demogorgon, his
a distance equal to his walking speed (no action
presence in D&D stretches back across all editions. The
following books provide more information about the required). The first time a creature or object interacts
Lord of Madness: physically with Demogorgon (for example, by hitting
him with an attack), there is a 50 percent chance that
Monster Manual (1st edition), Monster Mythology and The the illusory duplicate is affected, not Demogorgon
Planes of Chaos (2nd edition), The Book of Vile Darkness himself, in which case the illusion disappears.
and Fiendish Codex I (3rd edition), Monster Manual 2 and • Demogorgon casts the darkness spell four times at
Demonomicon (4th edition), and Mordenkainen’s Tome of its lowest level, targeting different areas with the
Foes (5th edition). spell. Demogorgon doesn’t need to concentrate
on the spells, which end on initiative count 20 of
the next round.
• Demogorgon chooses up to six creatures. Each
creature must make a DC 23 Wisdom saving throw.
For each creature that failed its saving throw,
Demogorgon swaps its position with another creature
that failed its saving throw.
Regional Effects. The region containing
Demogorgon’s lair is warped by his magic, creating one
or more of the following effects:
• The area within 6 miles of the lair becomes
overpopulated with lizards, poisonous snakes, and
other venomous beasts.
• Beasts within 1 mile of the lair become violent and
crazed—even creatures that are normally docile.
• Creatures who rest within 1 mile of the lair must
succeed on a DC 23 Wisdom saving throw or gain the
following flaw, which can be removed by a greater
restoration or wish spell, or when Demogorgon is
defeated: “Everytime I’m sure of something, another
voice in my head knows the opposite to be true.”

25
DEMOGORGON
Demogorgon as a Mythic Encounter
Demogorgon Demogorgon is a powerful encounter on his own, but if
Huge fiend (demon), chaotic evil
the adventurers want a true challenge fit for the gods,

Armor Class 22 (natural armor) you can use his Twin Consensus trait. Using this trait
Hit Points 406 (28d12 + 224) marks a drastic turn in the encounter as Demogorgon’s
Speed 50 ft., swim 50 ft. minds come to an agreement. Once Demogorgon has
— used this trait, he can choose one of his mythic actions
STR DEX CON INT WIS CHA
29 (+9) 14 (+2) 26 (+8) 20 (+5) 17 (+3) 25 (+7) when he uses a legendary action.
Read or paraphrase the following text when

Saving Throws Dex +10, Con +16, Wis +11, Cha +15 Demogorgon uses his Twin Consensus trait:
Skills Insight +11, Perception +19
Damage Resistances cold, fire, lightning The towering calamity is difficult to gauge, but even
Damage Immunities poison; bludgeoning, piercing, and slashing now it seems like the mad prince is pushed to his limits.
damage from nonmagical attacks. Taking one giant step back, Demogorgon’s heads begin
Condition Immunities charmed, exhaustion, frightened, to communicate in their own unique language. The
poisoned battle continues. but where the lumbering giant was
Senses truesight 120 ft., passive Perception 29
once brutal and savage, he now begins to fight with
Languages all, telepathy 120 ft.
Challenge 26 (90,000 XP) perfect efficacy. Whatever mental paroxysms that
occured within the demon prince before, he seems to

Innate Spellcasting. Demogorgon’s spellcasting ability is have taken a second wind and come to an agreement
Charisma (spell save DC 23). Demogorgon can innately cast the with himself. Fighting with a clear mind.
following spells, requiring no material components:
At will: detect magic, major image Rewards
3/day each: dispel magic, fear, telekinesis Fighting Demogorgon as a mythic encounter is
1/day each: feeblemind, project image equivalent to fighting two CR 26 creatures in one
Legendary Resistance (3/Day). If Demogorgon fails a saving encounter. Award a party 180,000 XP for defeating
throw, he can choose to succeed instead. Demogorgon after he uses Twin Consensus. You can
Magic Resistance. Demogorgon has advantage on saving also reward them with the mask of the mad monkey in
throws against spells and other magical effects. addition to any other treasures.
Magic Weapons. Demogorgon’s weapon attacks are magical.
Two Heads. Demogorgon has advantage on saving throws against 2. Hypnotic Gaze. The target is charmed by Demogorgon until
being blinded, deafened, stunned, and knocked unconscious. the start of Demogorgon’s next turn. Demogorgon chooses
how the charmed target uses its actions, reactions, and
Twin Consensus (Mythic; Recharges after a Short or Long movement. Because this gaze requires Demogorgon to focus
Rest). If Demogorgon is reduced to 0 hit points, he does not die both heads on the target, he can’t use his Maddening Gaze
or fall unconscious. Instead, he is reduced to 1 hit point as his twin legendary action until the start of his next turn.
minds come to an agreement: they are in danger and must work 3. Insanity Gaze. The target suffers the effect of the confusion
together to overcome this threat. Demogorgon immediately gains spell without making a saving throw. The effect lasts until the
406 temporary hit points. While he possesses these temporary hit start of Demogorgon’s next turn. Demogorgon doesn’t need
points, he benefits from the effects of the haste spell, which lasts to concentrate on the spell.
until Demogorgon completes a short or long rest. Additionally, he
can take a total of 4 legendary actions each round.
Legendary Actions
Demogorgon can take 2 legendary actions, choosing from the
Actions options below. Only one legendary action option can be used at a
Multiattack. Demogorgon makes two tentacle attacks. time and only at the end of another creature’s turn. Demogorgon
regains spent legendary actions at the start of his turn.
Tentacle. Melee Weapon Attack: +17 to hit, reach 10 ft., one
target. Hit: 28 (3d12 + 9) bludgeoning damage. If the target is a Tail. Melee Weapon Attack: +17 to hit, reach 15 ft., one target.
creature, it must succeed on a DC 23 Constitution saving throw Hit: 20 (2d10 + 9) bludgeoning damage plus 11 (2d10)
or its hit point maximum is reduced by an amount equal to the necrotic damage.
damage taken. This reduction lasts until the target finishes a long Maddening Gaze. Demogorgon uses his Gaze action, and must
rest. The target dies if its hit point maximum is reduced to 0. choose either the Beguiling Gaze or the Insanity Gaze effect.

Gaze. Demogorgon turns his magical gaze toward one creature Mythic Actions
that he can see within 120 feet of him. That target must make a If Demogorgon is a Mythic encounter, he can choose from the
DC 23 Wisdom saving throw. Unless the target is incapacitated, it options below as additional legendary actions while he possesses
can avert its eyes to avoid the gaze; if it does so, it automatically temporary hit points from his Twin Consensus trait.
succeeds on the save and can’t see Demogorgon until the start of Swinging Arm. Demogorgon makes a tentacle attack.
his next turn. If the target looks at him in the meantime, it must Consume Magic. Demogorgon glows with a faint purple haze.
immediately make the save. Before the start of his next turn, if he successfully makes
If the target fails the save, the target suffers one of the a saving throw against a spell, he regains a use of one of
following effects of Demogorgon’s choice or at random: his innate spells from the following list: dispel magic, fear,
1. Beguiling Gaze. The target is stunned until the start of telekinesis. Once used, Demogorgon cannot use this ability
Demogorgon’s next turn or until Demogorgon is no longer again until the start of his next turn.
within line of sight.

26
DEMOGORGON
Eco
Eco is a white-winged female solar with silver skin.
Her hair is golden like sunbeams and her voice is like
a small choir in perfect tune. Light seems to emanate
from her very presence. Eco, sometimes called “The
Guardian”, watches the doorway to the celestial prison
of a god stripped of his divinity. Even though this fall
from grace, he is still on par with the power of a solar.
Ideal. “Service is the only purpose a solar knows.”
Bond. “I will give my life, if need be, to prevent the
fallen from escaping his prison.”
Flaw. “My faith in my own ability is absolute.”

For DMs wanting to know more about Eco, the solar


is featured in the 3rd edition module The Bastion of
Broken Souls, in which she is the gateway to the prison
holding Desayeus.

Eco as a Mythic Encounter


Eco is a powerful encounter on her own, but if the
adventurers want a true challenge fit for the gods,
you can use her Celestial Prison. Using this trait marks
a drastic turn in the encounter as Eco is rendered
unconscious while Desayeus controls her body. Once
Eco has used this trait, Desayeus can choose one of his
mythic actions when he uses a legendary action.
Read or paraphrase the following text when Eco uses
her Celestial Prison trait:
The angel sputters as the final stroke is drawn, her
celestial essence leaking onto the ground all around her.
She looks up with a confused expression upon her face,
only able to whisper, “You fools!” before slumping to the
floor. Her body begins to immolate, her body and soul to
be reborn—but something goes wrong. The process is
interrupted.
The figure stands. There are parts of her body where
skin, hair, and cloth have burned away. Within these
‘windows’ into her body, another angel is visible—also
a solar, but with black wings instead of white. Wearing
clothing similar to Eco’s, he begins stretching and
feeling how his new body functions. “Thank you for that.
Oh, and don’t worry, Eco is in here,” he says, tapping the
temple of his head, “but while she recuperates, I think
I’ll take over from here. Now bow as you witness the
rebirth of a once-god.”

Rewards
Fighting Eco as a mythic encounter is equivalent to
fighting two CR 21 creatures in one encounter. Award a
party 66,000 XP for defeating Desayeus after Eco uses
her Celestial Prison. You can also reward them with the
bow of the solar or floating weapon of the solar (as either
a greatsword or warhammer) in addition to the cloak of
displacement and bracers of defense that she wears or
warmtail

any other treasures that the she may hold.

27
ECO
Eco’s Lair
The glow of Eco’s Luminescence trait functions as her
lair. Desayeus cannot use these abilities while in control
of Eco’s body.
Lair Actions. On initiative count 20 (losing initiative ties),
Eco can take a lair action to cause one of the following magical
effects; she can’t use the same effect two rounds in a row:
• Eco chooses a creature within her lair that she can see. The
creature must succeed on a DC 22 Charisma saving throw
or be banished to a demiplane until Eco uses another lair
action. Creatures sent to this demiplane can only escape by
using magic spells, abilities, or items.
• Eco creates a doorway anywhere within her lair. She can take
actions against any creature as though she were standing in
that space as well as her own.
• Eco throws Bramam, her flying greatsword. The sword
makes an attack against any creature Eco can see within her
lair, then returns to her. Bramam doesn’t benefit from Eco’s
Angelic Weapons trait when this lair action is used.
Regional Effects. The region containing Eco’s lair is warped
by her, which creates one or more of the following effects:
• Eco can become a doorway by spending 1 minute in ritual
concentration. This allows creatures to walk into the
demiplane serving as a celestial prison holding Desayeus, the
God Who Was.
Bob Greyvenstein

• Undead cannot cross the boundary into her lair. At the start
of any undead creature’s turn, if they are within her lair, it
must spend its turns trying to move as out of the lair if it
can. It also can’t take reactions until it leaves this lair. For its
action, it can use only the Dash action or try to escape from
an effect that prevents it from moving. If there’s nowhere to
move, the creature can use the Dodge action.
28
ECO
Eco checks, attack rolls, and saving throws. Otherwise, Eco successfully
regains control.
Large celestial, lawful good

— Actions
Armor Class 23 (natural armor + bracers of defense)
Multiattack. Eco makes two greatsword attacks.
Hit Points 243 (18d10 + 144)
Speed 50 ft., fly 150 ft. Greatsword. Melee Weapon Attack: +18 to hit, reach 5 ft.,
— one target. Hit: 25 (4d6 + 11) slashing damage plus 27 (6d8)
STR DEX CON INT WIS CHA radiant damage.
26 (+8) 22 (+6) 26 (+8) 25 (+7) 25 (+7) 30 (+10)
Slaying Longbow. Ranged Weapon Attack: +13 to hit, range

Saving Throws Int +14, Wis +14, Cha +17 150/600 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 27
Skills Perception +14 (6d8) radiant damage. If the target is a creature that has 100 hit
Damage Resistances radiant; bludgeoning, piercing, and slashing points or fewer, it must succeed on a DC 15 Constitution saving
damage from nonmagical attacks throw or die.
Damage Immunities necrotic, poison
Flying Sword. Eco releases her greatsword to hover magically in
Condition Immunities charmed, exhaustion, frightened, poisoned
an unoccupied space within 5 feet of her. If Eco can see the sword,
Senses truesight 120 ft., passive Perception 24
she can mentally command it as a bonus action to fly up to 50 feet
Languages all, telepathy 120 ft.
and either make one attack against a target or return to her hands.
Challenge 21 (33,000 XP)
If the hovering sword is targeted by any effect, Eco is considered

Special Equipment. Eco has a cloak of displacement, bracers of
to be holding it. The hovering sword falls if Eco dies.
defense, and uses a floating weapon of the solar called Bramam, Healing Touch (4/Day). Eco touches another creature. The target
named for a friend of hers. If Eco dies, her equipment disappears magically regains 40 (8d8 + 4) hit points and is freed from any
to the heavens, awaiting her return. curse, disease, poison, blindness, or deafness.
Angelic Weapons. Eco’s weapon attacks are magical. When Legendary Actions
Eco hits with any weapon, the weapon deals an extra 6d8 radiant
damage (included in the attack). Eco can take 3 legendary actions, choosing from the options below.
Only one legendary action option can be used at a time and only
Cloak of Displacement. Attack rolls against Eco have at the end of another creature’s turn. Eco regains spent legendary
disadvantage. If Eco takes damage, this effect stops until the start actions at the start of her turn.
of her next turn.
Teleport. Eco magically teleports, along with any equipment she
Divine Awareness. Eco knows if she hears a lie. is wearing or carrying, up to 120 feet to an unoccupied space
Innate Spellcasting. Eco’s spellcasting ability is Charisma (spell she can see.
save DC 25). She can innately cast the following spells, requiring Searing Burst (Costs 2 Actions). Eco emits magical, divine
no material components: energy. Each creature of her choice in a 10-foot radius must
make a DC 23 Dexterity saving throw, taking 14 (4d6) fire
At will: detect evil and good, invisibility (self only) damage plus 14 (4d6) radiant damage on a failed save, or half as
3/day each: blade barrier, dispel evil and good, resurrection much damage on a successful one.
1/day each: commune, control weather, force cage Blinding Gaze (Costs 3 Actions). Eco targets one creature she
Luminescence. Eco creates a bright light in a 60-foot radius and can see within 30 feet of it. If the target can see her, the target
dim light 60 feet beyond that. Magical darkness in this area is must succeed on a DC 15 Constitution saving throw or be
automatically dispelled. This light is centered on her as long as she blinded until magic such as the lesser restoration spell removes
is conscious, and it goes out if she is unconscious. the blindness.
Magic Resistance. Eco has advantage on saving throws against Mythic Actions
spells and other magical effects. If Desayeus is in control of Eco, he can choose from the options
Celestial Prison (Mythic; Recharges after a Short or Long below as additional legendary actions while he possesses
Rest). If Eco is reduced to 0 hit points, she is instead reduced temporary hit points from the Celestial Prison trait. He must have
to 1 hit point and Desayeus takes control of her body like a his Soul Totem to use these actions.
puppet as he attempts to break through the doorway. Eco gains Rebirth of the Totem. Clutching his totem, Desayeus bursts with
243 temporary hit points, and her greatsword transforms into a intense light. All creatures who can see Desayeus within 60 feet
warhammer (it keeps all the same statistics, but deals bludgeoning must succeed on a DC 25 Wisdom saving throw or be blinded
damage instead of slashing). She regains all expended spell slots. until the end of their next turn.
A Soul Totem appears around Eco’s neck. This totem grants Eco/ Divine Protection. Clutching his totem, Desayeus ends any
Desayeus +3 on all ability checks, attack rolls, and saving throws. ongoing conditions affecting him.
This totem shatters when Desayeus is killed. Arcane Empowerment. Clutching his totem, Desayeus calls
If at any time Eco possesses more hit points than temporary hit out the name of a spell of 5th level or lower and learns it. On
points, she will attempt to reassert control over her body. If he subsequent turns, he can cast that spell as though he had
still possesses his totem, Desayeus has disadvantage on all ability prepared it and had a slot available. If he uses this ability again
before casting the spell, it is replaced by the new spell.

29
ECO
Fraz-Urb’luu
Resembling a gargoyle nearly 12 feet in stature, the
thick frame of Fraz-Urb’luu sports dangerously-pointed
ears, claws, and wings. However, this form is rarely worn
by the Prince of Lies: he more frequently uses magic to
obscure his true form, taking on the role of characters
who are cunningly crafted from his own devious mind.
Ideal. “Reality is nothing but a veil before your eyes.
Shame you’ll never understand that.”
Bond. “Seeding discord through the mortal realms
should be its own reward.”
Flaw. “Losing myself in a role can sometimes go too far.”

For DMs wanting to know more about Fraz-Urb’luu, the


following books possess more information about the
Prince of Lies: The Book of Vile Darkness, Fiendish Codex
1, Out of the Abyss, Mordenkainen’s Tome of Foes, as well
as Dragon 333.

Fraz-Urb’luu’s Lair
As with the other demon lords, simply residing
somewhere long enough eventually twists it, changing
the surrounding area into a lair that resembles his
Abyssal realm of Hollow’s Heart. Stonework turns ivory
and becomes coated with dust, while architecture takes
on a stretched and strange appearance.
Lair Actions. On initiative count 20 (losing initiative Regional Effects. The region containing Fraz-
ties), Fraz-Urb’luu can take a lair action to cause one of Urb’luu’s lair is warped by his magic, creating one or
the following effects; he can’t use the same effect two more of the following effects:
rounds in a row:
• Intelligent creatures within 1 mile of the lair
• Fraz-Urb’luu causes up to five doors within the lair frequently see hallucinations of long-dead friends and
to become walls, and an equal number of doors to comrades that vanish after only a brief glimpse.
appear on walls where previously there were none. • Roads and paths within 6 miles of the lair twist and
• Fraz-Urb’luu chooses one humanoid within his lair turn back on themselves, making navigation in the
and instantly creates a simulacrum of that creature area exceedingly difficult.
(as if created with the simulacrum spell). This • Creatures who rest within 1 mile of the lair must
simulacrum obeys Fraz-Urb’luu’s commands and is succeed on a DC 23 Wisdom saving throw or gain the
destroyed on the next initiative count 20. following flaw, which can be removed by a greater
denzorr

• Fraz-Urb’luu creates a wave of anguish. Each creature he restoration or wish spell, or when Fraz-Urb’luu is
can see within the lair must succeed on a DC 23 Wisdom defeated: “Compulsive liar doesn’t begin to cover
saving throw or take 33 (6d10) psychic damage. what I do. I’m not even sure what’s true anymore.”
30
FRAZ-URB’LUU
Fraz-Urb’luu Fraz-Urb’luu as a Mythic Encounter
Large fiend (demon), chaotic evil Fraz-Urb’luu is a powerful encounter on his own, but if
the adventurers want a true challenge fit for the gods,

Armor Class 18 (natural armor) you can use his Web of Lies trait. Using this trait marks
Hit Points 337 (27d10 + 189) a drastic turn in the encounter as Fraz-Urb’luu’s tricks
Speed 40 ft., fly 40 ft. and illusions become even more troublesome. Once

STR DEX CON INT WIS CHA
Fraz-Urb’luu has used this trait, he can choose one of his
29 (+9) 12 (+1) 25 (+7) 26 (+8) 24 (+7) 26 (+8) mythic actions when he uses a legendary action.
Read or paraphrase the following text when Fraz-

Saving Throws Dex +8, Con +14, Int +15, Wis +14 Urb’luu uses his Web of Lies trait:
Skills Deception +15, Perception +14, Stealth +8
Damage Resistances cold, fire, lightning Fraz-Urb’luu has been a frustratingly slippery foe.
Damage Immunities poison; bludgeoning, piercing, and slashing As you and your companions land blow after blow, it
damage from nonmagical attacks seems the demon is able to create illusion after illusion
Condition Immunities charmed, exhaustion, frightened, to match. The fiend rarely fights in his own skin. But
poisoned
standing over Fraz-Urb’luu’s dead corpse, a feeling of
Senses truesight 120 ft., passive Perception 24
Languages all, telepathy 120 ft. satisfaction begins to germinate—and just as a smile
Challenge 24 (62,000 XP) reaches your lips, the sound of clapping causes your
heart to sink. “Oh, my. You’ve taught me so much. Your

Innate Spellcasting. Fraz-Urb’luu’s spellcasting ability is fighting styles, your favourite spells... Oh, I’m going to
Charisma (spell save DC 23). Fraz-Urb’luu can innately cast the have so much fun impersonating you all—ruining your
following spells, requiring no material components:
good names and making the whole world hate you.”
At will: alter self (can become Medium-sized when changing his Fraz-Urb’luu hasn’t even been fighting you this whole
appearance), detect magic, dispel magic, phantasmal force time. The dead body fades from view, leaving the demon
3/day each: confusion, dream, mislead, programmed
illusion, seeming
prince perched high above you.
1/day each: mirage arcane, modify memory, project image
Rewards
Legendary Resistance (3/Day). If Fraz-Urb’luu fails a saving
throw, he can choose to succeed insteady. Fighting Fraz-Urb’luu as a mythic encounter is
equivalent to fighting two CR 24 creatures in one
Magic Resistance. Fraz-Urb’luu has advantage on saving throws encounter. Award a party 124,000 XP for defeating
against spells and other magical effects. Fraz-Urb’luu after he uses Web of Lies. You can also
Magic Weapons. Fraz-Urb’luu’s weapon attacks are magical. reward them with the staff of Fraz-Urb’Luu as well as any
Undetectable. Fraz-Urb’luu can’t be targeted by divination other treasures he may covet.
magic, perceived through magical scrying sensors, or detected
by abilities that sense demons or fiends.
Web of Lies (Mythic; Recharges after a Short or Long Rest). If Mythic Actions
Fraz-Urb’luu is reduced to 0 hit points, he is reduced to 1 hit point If Fraz-Urbl’luu is a Mythic encounter, he can choose from the
instead and his mastery over illusions is revealed. He immediately options below as additional legendary actions after his Web
gains 337 hit points. At the start of each of his turns, Fraz-Urb’luu of Lies trait is triggered. If Fraz-Urb’luu uses a mythic action,
automatically casts mirror image using no action or components, he cannot use the same mythic action before the start of his
unless he has duplicates remaining from a previous use of the spell. next turn.

Actions Not Who You Think I Am (Costs 2 Actions). Fraz-Urb’luu


begins to glow with a blue nimbus of energy. Before the start
Multiattack. Fraz-Urb’luu makes three attacks: one with his bite of his next turn, if Fraz-Urb’luu takes damage from a weapon
and two with his fists. attack, he chooses a creature within 120 feet that he can
Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. see. The target swaps places with Fraz-Urb’luu and takes the
Hit: 19 (3d6 + 9) piercing damage. attack instead.
Careful With Your Magic (Costs 2 Actions). Fraz-Urb’luu
Fist. Melee Weapon Attack: +16 to hit, reach 10 ft., one target.
begins to glow with a green nimbus of energy. Before the
Hit: 22 (3d8 + 9) bludgeoning damage.
start of his next turn, if Fraz-Urb’luu would fail a saving throw
Legendary Actions against a spell, he chooses a creature within 120 feet that
he can see. The target swaps places with Fraz-Urb’luu and is
Fraz-Urb’luu can take 3 legendary actions, choosing from the
affected by the spell instead.
options below. Only one legendary action option can be used at a
Now You See Me. Fraz-Urb’luu targets a creature within 120
time and only at the end of another creature’s turn. Fraz-Urb’luu
feet that he can see. The target must succeed on a DC 23
regains spent legendary actions at the start of his turn.
Charisma saving throw or swap positions and have a glamour
Tail. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. placed upon them: to all other creatures without truesight,
Hit: 20 (2d10 + 9) bludgeoning damage. If the target is a Large the target looks like Fraz-Urb’luu and the demon looks like the
or smaller creature, it is also grappled (escape DC 24). The target. Unless the target is immune to the charmed condition,
grappled target is also restrained. Fraz-Urb’luu can grapple it cannot share any information about this transformation
only one creature with his tail at a time. with anyone.
Phantasmal Killer (Costs 2 Actions). Fraz-Urb’luu casts At the end of each of its turns, the creature can attempt a
phantasmal killer, no concentration required. new saving throw, ending the effect on itself on a success.

31
FRAZ-URB’LUU
Geryon as a Mythic Encounter
Geryon is a powerful encounter on his own, but if the
Geryon
adventurers want a true challenge fit for the gods, you With enormous wings, this huge devil towers over his
can use his Stygia’s Blessing trait. Using this trait marks foes with his serpentine body. Two massive sets of claws
a drastic turn in the encounter as Geryon invokes the tip each of his arms and are horrifically well suited to
power of Stygia to protect him. Once Geryon has this rending flesh and bone. Occasionally, he covers one arm
blessing, he can choose one of his mythic actions when with a horn that summons slaves to his side.
he uses a legendary action.
Read or paraphrase the following text when Geryon Ideal. “Through brute strength, take whatever you
uses his Stygia’s Blessing trait: want. If someone wants to stop me, they better have
the strength to do so.”
With each blow, Geryon falls back further and further. His
Bond. “I will have Stygia, and when I do Levistus
skin and scales are cracked and bloodied, wings torn. The
will suffer.”
devil seems to be nearing his final end. He screams out,
Flaw. “My arrogance is only matched by my rage.”
“No! I will not fall to those who are weaker than me!”,
and a metamorphosis begins to take place. Ice crystals For DMs wanting to know more about Geryon, the
begin to form over his body, quickly forming plate mail following books are recommended: A Paladin in Hell, a
made of Stygian black ice. As Blood drips from between Guide to Hell, and Manual of the Planes from 2nd edition,
the plates, Geryon begins to laugh. Flexing his ice coated Fiendish Codex II and the Book of Vile Darkness from 3rd
claws and testing the weight of his new armor, he takes edition, and Mordenkainen’s Tome of Foes from 5th edition.
on the stance of a feral animal backed into a corner.
Geryon’s Lair
Rewards
Coldsteel, the ancient fortress in Stygia, is where Geryon
Fighting Geryon as a mythic encounter is equivalent to
Marcel Budde

prefers to plot out his revenge against Asmodeus and


fighting two CR 22 creatures in one encounter. Award
a party 82,000 XP for defeating Geryon after he uses Levistus. However, wherever Geryon rests for more
Stygia’s Blessing. You can also reward them with the than a few days, the world twists to fit his needs. Ice
horn of the bull, tonguelash, or the sentient weapon Sever begins to form, temperatures drop, and powerful winds
in addition to any other treasures he may hold. transform the area for 1 mile around. This fades a few
days after Geryon moves on.
32
GERYON
Lair Actions. On initiative count 20 (losing initiative Regional Effects. The region containing Geryon’s
ties), Geryon can take a lair action to cause one of lair is warped by his magic, creating one or more of the
the following effects; he can’t use the same effect two following effects:
rounds in a row:
• Intelligent creatures within 1 mile of the lair
• Geryon causes a blast of cold to burst from the ground frequently see shimmering portals leading to places
at a point he can see within 120 feet of him. The cold they consider safe. Passing through a portal always
fills a cube, 10 feet on each side, centered on that point. deposits a traveler somewhere in Stygia.
Each creature in that area must succeed on a DC 21 • Freezing gales of wind howl around the area within 1
Constitution saving throw or take 28 (8d6) cold damage. mile of the lair.
• Geryon targets one creature he can see within 60 feet • Howls and screams fill the air within 1 mile of the lair.
of him. The target must succeed on a DC 21 Wisdom Any creature that finishes a short or long rest in this
saving throw or become restrained for 1 minute. The area must succeed on a DC 21 Wisdom saving throw
target can end the effect on itself early if it deals any or derive no benefit from the rest.
amount of damage to one or more of its allies.
• Geryon casts the banishment spell.

Geryon Actions
Huge fiend (devil), lawful evil Multiattack. Geryon makes two attacks: one with his claws and
one with his stinger.

Armor Class 19 (natural armor)
Claws. Melee Weapon Attack: +16 to hit, reach 15 ft., one target.
Hit Points 300 (24d12 + 144)
Hit: 23 (4d6 + 9) slashing damage. If the target is Large or smaller,
Speed 30 ft., fly 50 ft.
it is grappled (escape DC 24) and restrained until the grapple

STR DEX CON INT WIS CHA ends. Geryon can grapple one creature at a time. If the target is
29 (+9) 17 (+3) 22 (+6) 19 (+4) 16 (+3) 23 (+6) already grappled by Geryon, the target takes an extra 27 (6d8)
slashing damage.

Saving Throws Dex +10, Con +13, Wis +10, Cha +13
Skills Deception +13, Intimidation +13, Perception +10 Stinger. Melee Weapon Attack: +16 to hit, reach 20 ft., one creature.
Damage Resistances bludgeoning, piercing, and slashing damage Hit: 14 (2d4 + 9) piercing damage, and the target must succeed on
from nonmagical attacks that aren’t silvered a DC 21 Constitution saving throw or take 13 (2d12) poison damage
Damage Immunities cold, fire, poison and become poisoned until it finishes a short or long rest. The
Condition Immunities charmed, exhaustion, frightened, poisoned target’s hit point maximum is reduced by an amount equal to half
Senses truesight 120 ft., passive Perception 20 the poison damage it takes. If its hit point maximum drops to 0, it
Languages all, telepathy 120 ft. dies. This reduction lasts until the poisoned condition is removed.
Challenge 22 (41,000 XP) Teleport. Geryon magically teleports, along with any equipment
he is wearing and carrying, up to 120 feet to an unoccupied space

Innate Spellcasting. Geryon’s innate spellcasting ability is he can see.
Charisma (spell save DC 21). He can innately cast the following
spells, requiring no material components:
Legendary Actions
Geryon can take 3 legendary actions, choosing from the options
At will: alter self (can become Medium when changing his below. Only one legendary action option can be used at a time and
appearance), detect magic, geas, ice storm, invisibility (self only at the end of another creature’s turn. Geryon regains spent
only), locate object, suggestion, wall of ice legendary actions at the start of his turn.
1/day each: divine word, symbol (pain only)
Infernal Glare. Geryon targets one creature he can see within
Legendary Resistance (3/Day). If Geryon fails a saving throw, he 60 feet of him. If the target can see Geryon, the target must
can choose to succeed instead. succeed on a DC 23 Wisdom saving throw or become frightened
Magic Resistance. Geryon has advantage on saving throws against of Geryon until the end of its next turn.
spells and other magical effects. Swift Sting (Costs 2 Actions). Geryon attacks with his stinger.
Teleport. Geryon uses his Teleport action.
Magic Weapons. Geryon’s weapon attacks are magical.
Mythic Actions
Regeneration. Geryon regains 20 hit points at the start of his turn
as long as he does not possess temporary hit points from Stygia’s If Geryon is a Mythic encounter, it can choose from the options
Blessing. If he takes radiant damage, this trait doesn’t function at below as additional legendary actions while he possesses
the start of his next turn. Geryon dies only if he starts his turn with temporary hit points from his Stygia’s Blessing trait.
0 hit points and doesn’t regenerate. Ice Spike. Ranged Spell Attack: +10 to hit, range 60 ft., one target.
Stygia’s Blessing (Mythic; Recharges after a Short or Long Hit: 10 (2d6 + 3) piercing damage plus 7 (2d6) cold damage. If
Rest). If Geryon is reduced to 0 hit points, he is reduced to 1 the target is Large or smaller, it is restrained by the spike until
hit point instead as he pulls part of Stygia to his aid. Geryon the start of Geryon’s next turn.
immediately gains 300 temporary hit points. While he possesses Icewall. Geryon places four contiguous 10-foot-by-10-foot panels
these temporary hit points, his AC becomes 22, his weapon attacks of ice anywhere within 120 feet of him. This ice wall is immune
deal an extra 7 (2d6) cold damage, and he gains resistance to to all damage and lasts until the start of Geryon’s next turn.
necrotic damage. Icy Resistance (Costs 2 Actions). Geryon regains a use of his
Legendary Resistance trait. Until the start of his next turn, if his AC
is greater than 19, it is reduced to 19. Once Geryon uses this mythic
action, he cannot use it again until the start of his next turn.

33
GERYON
Graz’zt
At nine feet tall, the dark prince resembles a painfully
handsome statue of a humanoid, carved of onyx or
obsidian. His beauty is felt by all who look upon him.
Other than his six fingers on each hand, he resembles a
dark skinned elf.
Ideal. “Restraint is the only true sin. The freedom to do
whatever you want is the purist truth.”
Bond. “To gain power, one only has to do what is
needed. My actions serve one master: me.”
Flaw. “My passions, my appetites, make me blind to the
dangers that come knocking on my door.”

For DMs wanting to know more about Graz’zt, the demon


lord is featured in For Duty and Deity and in the novels
Ashes of the Tyrant and Hero. The 3rd edition Fiendish
Codex 1, and the Book of Vile Darkness both have detailed
information about the Dark Prince.

Leonardo Lambrecht

34
GRAZ’ZT
Graz’zt’s Lair Graz’zt as a Mythic Encounter
The Argent Palace, the most decorated structure in all of Graz’zt is a powerful encounter on his own, but if the
the Abyss, serves as Graz’zt’s primary abode. However, adventurers want a true challenge fit for the gods, you
given time to work, he can twist any region to his can use his Argent Blessing trait. Using this trait marks a
hedonistic ways. drastic turn in the encounter as Graz’zt taps into his well
Lair Actions. On initiative count 20 (losing initiative of power in the Abyss. Once Graz’zt has this blessing,
he can choose one of his mythic actions when he uses a
ties), Graz’zt can take a lair action to cause one of the
legendary action.
following effects; he can’t use the same effect two Read or paraphrase the following text when Graz’zt
rounds in a row: uses his Argent Blessing trait:
• Graz’zt casts the command spell on every creature The demon lord wipes the blood streaming from his lips,
of his choice in the lair. He needn’t see each one, but his laughter betraying some level of amusement. “You
he must be aware that an individual is in the lair to know, I truly haven’t felt this alive in quite a long time.
target that creature. He issues the same command to It’s a shame, I really hate having to end this.” As he lifts
all the targets. a hand, the air shimmers all around him. His former silk
• Smooth surfaces within the lair become as reflective clothing, regal yet torn, is replaced by elegant black full
as a polished mirror. Until a different lair action is plate—leather boots replaced by metallic ones. A long
used, creatures within the lair have disadvantage on flowing cape with a six fingered hand embroidered in red
Dexterity (Stealth) checks made to hide, as well as elongates from his shoulders. If you didn’t have his full
Wisdom (Perception) and Intelligence attention before, the Dark Prince seems attentive now.
(Investigation) checks.
Rewards
Regional Effects. The region containing Graz’zt’s lair
is warped by his magic, creating one or more of the Fighting Graz’zt as a mythic encounter is equivalent to
fighting two CR 24 creatures in one encounter. Award
following effects:
a party 124,000 XP for defeating Graz’zt after he uses
• Flat surfaces within 1 mile of the lair that are Argent Blessing. You can also reward them with wave
made of stone or metal become highly reflective, as of sorrow or Graz’zt’s ebony mask in addition to any
though polished to a shine. These surfaces become other treasures.
supernaturally mirrorlike.
• Wild beasts within 6 miles of the lair break into
frequent conflicts and coupling, mirroring the
behavior that occurs during their mating seasons.
• Creatures who rest within 1 mile of the lair must
Wizards of the Coast

succeed on a DC 23 Wisdom saving throw or gain


the following flaw, which can be removed by greater
restoration or wish spell, or when Graz’zt is defeated:
“I find it very difficult to hold back on emotions. They
burst forth, with fiery passion.”

35
GRAZ’ZT
Graz’zt Graz’zt wishes, the creature must first succeed on a DC 23 Wisdom
saving throw or it becomes incapacitated until the end of its turn.
Large fiend (demon, shapechanger), chaotic evil

— Actions
Armor Class 20 (natural armor)
Multiattack. Graz’zt attacks twice with the Wave of Sorrow.
Hit Points 346 (33d10 + 165)
Speed 40 ft. Wave of Sorrow (Greatsword). Melee Weapon Attack: +13 to hit,
— reach 10 ft., one target. Hit: 20 (4d6 + 6) slashing damage plus 10
STR DEX CON INT WIS CHA (3d6) acid damage.
22 (+6) 15 (+2) 21 (+5) 23 (+6) 21 (+5) 26 (+8)
Teleport. Graz’zt magically teleports, along with any equipment

Saving Throws Dex +9, Con +12, Wis +12 he is wearing or carrying, up to 120 feet to an unoccupied space
Skills Deception +15, Insight +12, Perception +12, Persuasion +15 he can see.
Damage Resistances cold, fire, lightning
Damage Immunities poison; bludgeoning, piercing, and slashing Legendary Actions
from nonmagical attacks Graz’zt can take 3 legendary actions, choosing from the options
Condition Immunities charmed, exhaustion, frightened, poisoned below. Only one legendary action option can be used at a time and
Senses truesight 120 ft., passive Perception 22 only at the end of another creature’s turn. Graz’zt regains spent
Languages all, telepathy 120 ft. legendary actions at the start of his turn.
Challenge 24 (62,000 XP)
Attack. Graz’zt attacks once with the Wave of Sorrow.

Shapechanger. Graz’zt can use his action to polymorph into a Dance, My Puppet! One creature charmed by Graz’zt that
form that resembles a Medium humanoid, or back into his true he can see must use its reaction to move up to its speed as
form. Aside from his size, his statistics are the same in each form. Graz’zt directs.
Any equipment he is wearing or carrying isn’t transformed. Sow Discord. Graz’zt casts crown of madness or
dissonant whispers.
Innate Spellcasting. Graz’zt’s spellcasting ability is Charisma Teleportation. Graz’zt uses his Teleport action.
(spell save DC 23). He can innately cast the following spells,
requiring no material components: Mythic Actions
If Graz’zt is a Mythic encounter, he can choose from the options
At will: charm person, crown of madness, detect magic, dispel below as additional legendary actions while he possesses
magic, dissonant whispers temporary hit points from his Argent Blessing trait.
3/day each: counterspell, darkness, dominate person, sanctuary,
telekinesis, teleport Worship Me. Graz’zt targets a creature within 120 feet that he can
1/day each: dominate monster, greater invisibility see and who can also see him. The target must succeed on a
DC 23 Wisdom saving throw or it becomes charmed by Graz’zt.
Legendary Resistance (3/Day). If Graz’zt fails a saving throw, he It can make a new saving throw at the end of each of it’s turns,
can choose to succeed instead. ending the effect on a success.
Magic Resistance. Graz’zt has advantage on saving throws against Give In to Your Greed. Graz’zt targets a creature he can see
spells and other magical effects. within 120 feet. That creature must succeed on a DC 23 Wisdom
saving throw or become overwhelmed by a powerful feeling
Magic Weapons. Graz’zt’s weapon attacks are magical.
of envy. Graz’zt chooses an item he can see. The target must
Argent Blessing (Mythic; Recharges after a Short or Long spend their action trying to get that item and once they have it,
Rest). If Graz’zt is reduced to 0 hit points, he is reduced to 1 hit prevent all from taking it from them. At the end of each of its
point as he is draped in new armor summoned from his palace. He turns, the target can attempt a new saving throw, ending the
immediately gains 346 temporary hit points. While he possesses effect on a success.
these temporary hit points, whenever a creature that is under the Passionate Rage. Graz’zt attacks twice with the Wave of Sorrow.
charmed condition uses an action, bonus action, or reaction, if

36
GRAZ’ZT
Hepheremos
The empyreans are the offspring of gods, or so it’s
said. The celestial titans once dominated the plane of
Arborea, but as the ages rolled on they seemed to leave
their homelands for the mists of history. They became
legends while their children are one of the last living
remnants of their legacy.
Empyreans are pure beings. They are exceptional
in all respects: exceptionally strong, swift, tough,
smart, wise, and beautiful. These beings are above and
beyond the abilities of most mortals, seemingly perfect.
However, this comes with a drawback: their purity
means they are capable of wild and violent emotional
swings that dominate the area around them.
Hepheremos is exceptionally typical, then, for an
empyrean. The rumor is that the blood of Polyphemos
(one of the eldest titans) flows through her veins.
Ideal. “Life is meant to be enjoyed—to be lived!”
Bond. “I travel where the fates guide me.”
warmtail

Flaw. “It is impossible for me to turn away from


a challenge.”

37
HEPHEREMOS
Hepheremos’s Lair Regional Effects. The region containing
Hepheremos’s lair is warped by her magic, which
Most creatures possess a lair because dwelling in creates one or more of the following effects:
a location twists it to suit their form. The lair of an
Empyrean occurs simply because the world around • While happy, a 1 mile wide area surrounding her
them bends and becomes pliable. Whatever they want experiences beautiful weather: clear skies, perfect
or need tends to happen. An empyrean’s lair is much temperatures, and exceptionally timely precipitation.
smaller than that of other creatures, only 120 feet, • While sad, a 1 mile wide area surrounding her
centered on the empyrean. experiences dreary, dull weather: fog collects, the
Lair Actions. On initiative count 20 (losing initiative skies darken, and an unending rain trickles down
ties), Hepheremos takes a lair action to cause one of from heavy clouds.
the following effects; she can’t use the same effect two • While engrossed in any given activity, these
rounds in a row: weather patterns are accompanied by passionate
bursts of weather. If Hepheremos is finding herself
• Hepheremos begins listing off legendary feats she has romantically attracted to a creature, flowers bloom
accomplished, intimidating most mortal creatures. and small creatures gather. If she is depressed, plants
Any creature who can see and hear her must succeed wilt and creatures lay down as though waiting to die.
on a DC 22 Wisdom save or suffer disadvantage on If she is puzzled, the air seems to hang, as though
attack rolls made against Hepheremos until she uses unsure what to do next.
her next lair action.
• Hepheremos flashes a smile, throws out a If Hepheremos dies, the effects of the lair end
compliment, and gives a smoldering look. All immediately.
creatures who can see and hear Hepheremos must
succeed on a DC 22 Wisdom save or become charmed

Bob Greyvenstein
by her. This effect lasts until Hepheremos uses her Hepheremos as a Mythic Encounter
next lair action. Hepheremos is a powerful encounter on her own, but
• Hepheremos utters a challenge to whomever thinks if the adventurers want a true challenge fit for the
they can defeat her. All creatures who can see and gods, you can use her Darkness Falls. Using this trait
hear Hepheremos must succeed on a DC 22 Wisdom marks a drastic turn in the encounter as Hepheremos
save or immediately move their speed towards her. has intense bouts of self doubt and is filled with godly
rage. Once Hepheremos has used this trait, she can
choose one of her mythic actions when she uses a
legendary action.
Read or paraphrase the following text when
Hepheremos uses her Darkness Falls trait:
Until now, the fight has been light-hearted and almost
friendly. The titan wasn’t playing with you, but there
was a certain amount of chivalry involved. However,
most creatures can only be pushed so far—and now
you’ve done just that. The skies darken and the wind
picks up, giving a clear insight into the rage that’s
now building up within the titan. She looks down as
something wet hits her hand: a drop of blood. The first
you’ve seen, and from the look on her face, she can’t
recall that last time someone managed that feat.

Rewards
Fighting Hepheremos as a mythic encounter is
equivalent to fighting two CR 23 creatures in one
encounter. Award a party 100,000 XP for defeating
Hepheremos after she uses Darkness Falls. You can also
reward them with the maul of stunning bolts, in addition
to any other treasures she might hold.

38
HEPHEREMOS
Hepheremos Maul. Melee Weapon Attack: +17 to hit, reach 10 ft., one target.
Hit: 31 (6d6 + 10) bludgeoning damage. If the target is a creature,
Huge celestial (titan), unaligned
it must succeed on a DC 15 Constitution saving throw or be
— stunned until the end of the Hepheremos’ next turn.
Armor Class 22 (natural armor)
Hit Points 313 (19d12 + 190) Bolt. Ranged Spell Attack: +15 to hit, range 600 ft., one target.
Speed 50 ft., fly 50 ft., swim 50 ft. Hit: 24 (7d6) damage of one of the following types (Hepheremos’
choice): acid, cold, fire, force, lightning, radiant, or thunder.

STR DEX CON INT WIS CHA
30 (+10) 21 (+5) 30 (+10) 21 (+5) 22 (+6) 27 (+8) Legendary Actions

Saving Throws Str +17, Int +12, Wis +13, Cha +15 Hepheremos can take 3 legendary actions, choosing from the
Skills Insight +13, Persuasion +15 options below. Only one legendary action option can be used at a
Damage Immunities bludgeoning, piercing, and slashing from time and only at the end of another creature’s turn. Hepheremos
nonmagical attacks regains spent legendary actions at the start of her turn.
Senses truesight 120 ft., passive Perception 16 Attack. Hepheremos makes one attack. If her Darkness Falls has
Languages all triggered, she can instead make two attacks.
Challenge 23 (50,000 XP) Bolster. Hepheremos bolsters all non-hostile creatures within
120 feet of her until the end of her next turn. Bolstered

Innate Spellcasting. Hepheremos’s innate spellcasting creatures can’t be charmed or frightened, and they gain
ability is Charisma (spell save DC 23, +15 to hit with spell advantage on ability checks and saving throws until the end of
attacks). She can innately cast the following spells, requiring no Hepheremos’s next turn.
material components: Trembling Strike (Costs 2 Actions). Hepheremos strikes the
At will: greater restoration, pass without trace, water breathing, ground with her maul, triggering an earth tremor. All other
water walk creatures on the ground within 60 feet of Hepheremos must
1/day each: commune, dispel evil and good, earthquake, fire storm, succeed on a DC 25 Strength saving throw or be knocked prone.
plane shift (self only) Mythic Actions
Legendary Resistance (3/Day). If Hepheremos fails a saving If Hepheremos is a Mythic encounter, she can choose from the
throw, she can choose to succeed instead. options below as additional legendary actions after her Darkness
Falls trait is used.
Magic Resistance. Hepheremos has advantage on saving throws
against spells and other magical effects. Thunderstruck. Hepheremos uses her bolt attack. The damage
type must be thunder. If she hits, the target and all creatures
Magic Weapons. Hepheremos’s weapon attacks are magical.
within 5 feet of the target must succeed on a DC 25 Strength
Darkness Falls (Mythic; Recharges after a Short or Long saving throw or be knocked prone.
Rest). If Hepheremos is reduced to 0 hit points, she does not die Emotional Pain. Hepheremos’ emotional state wracks a creature
or fall unconscious. Instead, she becomes fueled by the blood of with sympathetic pangs. Choose a creature Hepheremos can see
her ancient titan ancestors. She regains 313 hit points, and any within 120 feet. The creature must succeed on a DC 22 Wisdom
spells or conditions affecting her end immediately. saving throw or become stunned until the end of its next turn.
Allies Everywhere. Calling upon the heavens, Hepheremos
Actions summons a battle-ready angel (see below).
Multiattack (only usable once Darkness Falls has triggered).
Hepheremos can make two attacks, in any combination of her
maul or bolt.

Battle-ready Angel Flyby. The angel doesn’t provoke an opportunity attack when it
flies out of an enemy’s reach.
Medium celestial, lawful good
Magic Resistance. The angel has advantage on saving throws

Armor Class 18 (natural armor) against spells and other magical effects.
Hit Points 66 (12d8 + 12)
Speed 30 ft., fly 90 ft. Actions
— Multiattack. The angel makes two melee attacks. It also uses
STR DEX CON INT WIS CHA Battlefield Inspiration.
16 (+3) 12 (+1) 13 (+1) 11 (+0) 17 (+3) 18 (+4)
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one

Saving Throws Wis +6, Cha +7 target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing
Skills Investigation +3, Perception +6 damage if used with two hands, plus 18 (4d8) radiant damage. If
Damage Resistances fire, radiant the target is within 5 feet of any of the angel’s allies, the target
Condition Immunities charmed, exhaustion, frightened takes an extra 2 (1d4) radiant damage.
Senses truesight 120 ft., passive Perception 16
Battlefield Inspiration. The angel chooses up to three creatures
Languages all
it can see within 30 feet of it. Until the end of the angel’s next turn,
Challenge 5 (1,800 XP)
each target can add a d4 to its attack rolls and saving throws.

39
HEPHEREMOS
Hutijin
In the Nine Hells, nearly every devil is out for itself.
That’s why it’s so surprising that a pit fiend, particularly
one with a short and explosive temper, has such devoted
loyalty to his master Mephistopheles. As a pit fiend,
Hutijin has leathery brown skin, segmented into scales
for additional armor. His wings, horns, and tail are
much sharper and more pointed than that of a normal
pit fiend. Finally, while all pit fiends’ eyes glow with a
fiery glow, Hutijin’s eyes are so bright they practically
radiate heat.
Ideal. “Believe in the chain of command, and you’ll earn
your reward.”
Bond. “Face your own flaws, and surround yourself
with those who mitigate them for you.”
Hutijin as a Mythic Encounter Flaw. “With my allies at my side, I believe we are
Hutijin is a powerful encounter on his own, but if the invincible.”
adventurers want a true challenge fit for the gods, you
can use his Cania’s Blessing trait. Using this trait marks
a drastic turn in the encounter as Hutijin is sent power Hutijin’s Lair
from Cania via Mephistopheles. Once Hutijin has this
blessing, he can choose one of his mythic actions when
Most devils don’t possess a lair, save for the noble lords
he uses a legendary action. who lead their evil kind. Hutijin, as a favored servant
Read or paraphrase the following text when Huitijin of his lord Mephistopheles, bucks this trend by having
uses his Cania’s Blessing trait: a small keep in Cania that he can call home. On the
Material Plane, Hutijin can turn any keep, castle, or fort
Even with the power and prowess of a pit fiend, Hutijin’s
into a lair with enough time.
rage is not enough to overcome the challenge before
Lair Actions. On initiative count 20 (losing initiative
him. Smashing his massive mace into the ground, the
ties), Hutijin can take a lair action to cause one of the
fiend takes a knee. “My end will not be at the hands of
following effects; he can’t use the same effect two
some pathetic mortal!”
rounds in a row:
As if in response, the air is filled with an invisible
laughter. A voice like liquid honey, smelling of • Hutijin targets a creature within 30 feet that can see
brimstone, speaks: “Take my boon, Hutijin—a reward and hear him. Hutijin uses his telepathy to make a
for your loyalty. But I warn you, if you lose, we’ll know promise to that creature. The target must succeed
who is truly pathetic.” Hutijin looks confused for a on a DC 22 Wisdom saving throw, or they become
moment. His lips mouth a word—“Mephistopheles?”— charmed by Hutijin. This lasts until the devil takes his
but his confusion is short-lived as his body undergoes a next lair action.
rapid change. • Hutijin uses his Teleport action.
• Hutijin recharges his Fearful Voice immediately.
His brown skin turns blue, scales frosting along their
edges. His wings, thick and leathery things, are replaced Regional Effects. The region containing Hutijin lair
with those made of ice. His claws and horns become is warped by its magic, creating one or more of the
craggy and irregular. Finally, his molten red eyes following effects:
change to a hotter violet blue. The Duke’s lip begins to • Creatures within 1 mile of his lair becoming conniving
curl in what you can only guess is a smile. and greedy, willing to do anything to achieve
their means.
Rewards • Within 1 mile of his lair, fiends loyal to Hutjin from
Fighting Hutijin as a mythic encounter is equivalent to Cania can cross over to the Material Realm without
fighting two CR 21 creatures in one encounter. Award
Jack Holliday

being summoned by magic.


the party 66,000 XP for defeating Hutijin after he uses
• The temperature within 1 mile of his lair drops
Cania’s Blessing. You can also reward them with the
tome of Mephistopheles, in addition to any hoard or other dramatically, refusing to go above freezing. All
treasures he might hold. water within 1 mile of his lair that isn’t contained
freezes over.

40
HUTIJIN
Hutijin 22 Constitution saving throw or become poisoned. While poisoned
in this way, the target can’t regain hit points, and it takes 10 (3d6)
Large fiend (devil), lawful evil
poison damage at the start of each of its turns. The poisoned
— target can repeat the saving throw at the end of each of its turns,
Armor Class 19 (natural armor)
ending the effect on itself on a success.
Hit Points 200 (16d10 + 112)
Speed 30 ft., fly 60 ft. Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target.
Hit: 17 (2d8 + 8) slashing damage.

STR DEX CON INT WIS CHA
27 (+8) 15 (+2) 25 (+7) 23 (+6) 19 (+4) 25 (+7) Mace. Melee Weapon Attack: +15 to hit, reach 5 ft., one target.
Hit: 15 (2d6 + 8) bludgeoning damage.

Saving Throws Dex +9, Con +14, Wis +11
Tail. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit:
Skills Intimidation +14, Perception +11
19 (2d10 + 8) bludgeoning damage.
Damage Resistances cold; bludgeoning, piercing, and slashing
from nonmagical attacks that aren’t silvered Teleport. Hutijin magically teleports, along with any equipment
Damage Immunities fire, poison he is wearing and carrying, up to 120 feet to an unoccupied space
Condition Immunities charmed, exhaustion, frightened, poisoned he can see.
Senses truesight 12 ft., passive Perception 21
Languages all, telepathy 120 ft. Reactions
Challenge 21 (33,000 XP) Fearful Voice (Recharge 5–6). In response to taking damage,
Hutijin utters a dreadful word of power. Each creature within 30

Infernal Despair. Each creature within 15 feet of Hutijin that isn’t feet of him that isn’t a devil must succeed on a DC 22 Wisdom
a devil makes saving throws with disadvantage. saving throw or become frightened of him for 1 minute. A creature
can repeat the saving throw at the end of each of its turns, ending
Innate Spellcasting. Hutijin’s innate spellcasting ability is
the effect on itself on a success. A creature that saves against this
Charisma (spell save DC 22). He can innately cast the following
effect is immune to Hutijin’s Fearful Voice for 24 hours.
spells, requiring no material components:
At will: alter self (can become Medium when changing his Legendary Actions
appearance), animate dead, detect magic, hold monster, Hutijin can take 3 legendary actions, choosing from the options
invisibility (self only), lightning bolt, suggestion, wall of fire below. Only one legendary action option can be used at a time and
3/day: dispel magic only at the end of another creature’s turn. Hutijin regains spent
1/day each: heal, symbol (hopelessness only) legendary actions at the start of his turn.
Legendary Resistance (3/Day). If Hutijin fails a saving throw, he Attack. Hutijin attacks once with his mace.
can choose to succeed instead. Lightning Storm (Costs 2 Actions). Hutijin releases lightning in a
Magic Resistance. Hutijin has advantage on saving throws against 20-foot radius. All other creatures in that area must each make a
spells and other magical effects. DC 22 Dexterity saving throw, taking 18 (4d8) lightning damage
on a failed save, or half as much damage on a successful one.
Magic Weapons. Hutijin’s weapon attacks are magical. Teleport. Hutijin uses his Teleport action.
Regeneration. Hutijin regains 20 hit points at the start of his turn. Mythic Actions
If he takes radiant damage, this trait doesn’t function at the start of
If Hutijin is a Mythic encounter, it can choose from the options
his next turn. Hutijin dies only if he starts his turn with 0 hit points
below as additional legendary actions while he possesses
and doesn’t regenerate.
temporary hit points from his Cania’s Blessing trait.
Cania’s Blessing (Mythic; Recharges after a Short or Long
General’s Stance. Hutijin takes on a martial stance, holding
Rest). If Hutijin is reduced to 0 hit points, he is reduced to 1
his mace in a defensive way. Until the start of his next turn,
hit point instead as he calls the power of Cania to his aid. He
any creature who moves into Hutijin’s reach provokes an
immediately gains 200 temporary hit points. While he possesses
opportunity attack.
these temporary hit points, his AC becomes 21 and any creature
Summon Aid. Hutijin summons aid from the Nine Hells. A devil
who hits Hutijin with a melee attack suffers 9 (2d8) cold damage.
of CR 10 or lower appears in an unoccupied location Hutijin can
All of Hutijin’s weapon attacks deal an extra 9 (2d8) cold damage
see within 120 feet. Once this action has been used, it cannot be
in addition to all other damage dealt.
used again until the summoned creature is dead.
Actions Slow Ice. Hutijin summons power from Cania, targeting a
creature he can see within 120 feet and conjuring ice to form at
Multiattack. Hutijin makes four attacks: one with his bite, one
its feet. The creature must succeed on a DC 22 Dexterity saving
with his claw, one with his mace, and one with his tail.
throw or have its movement speed reduced to 0. This lasts until
Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: any creature within reach uses its action to break the ice.
15 (2d6 + 8) piercing damage. The target must succeed on a DC

41
HUTIJIN
Icingdeath Icingdeath’s Lair
Ingeloakastimizilian, better known as Icingdeath, was The former lair of Icingdeath was an ice covered cavern
a lazy white dragon in life, possessed of a powerfully found somewhere in the region of Icewind Dale. It was
stubborn soul. After his death, he was exploited by a well known and raided by treasure hunters, causing
cold witch Hedrun Arnsfirth and after her defeat by Icingdeath to abandon it. Being older and now a little
the cult of the dragon as well. When Icingdeath died, wiser, Icingdeath has built a new lair in the sea of
he was an ancient dragon—but residual magic and a moving ice.
powerful hatred has ensured the dragon persisted long Lair Actions. On initiative count 20 (losing initiative
after multiple deaths. Now the dragon has become a ties), Icingdeath takes a lair action to cause one of
paragon of undeath. the following effects; he can’t use the same effect two
When encountered, Icingdeath uses his magics to rounds in a row:
look like a more youthful white dragon, claiming to
• Icingdeath chooses a location he can see. A 20-foot
be an upstart that’s hoarding the title of Icingdeath
radius sphere of fog expands around that point,
for itself. This clever ruse has worked on a number of
heavily obscuring vision. Any creature who ends their
adventuring bands thus far.
turn in the fog must succeed on a DC 12 Constitution
Ideal. “Death hasn’t stopped me, so how could any saving throw or take 10 (3d6) cold damage. Winds of
living creature?” 20 miles per hour disperse the fog.
Bond. “The name Icingdeath will be known across • Shaking his lair, Icingdeath forces jagged ice shards
the Sword Coast and beyond as the greatest terror to fall on all creatures. Roll a single attack roll with a
in history.” +7 bonus. Any creatures with an AC equal to or lower
Flaw. “My ego quite possibly rivals that of than this roll suffer 10 (3d6) piercing damage.
Tiamat herself.” • Icingdeath causes a slick layer of ice to form on all
surfaces. Any creatures moving within the lair must
For DMs wanting to know more about Icingdeath, the
succeed on a DC 12 Dexterity check if they move more
dragon is featured in the novel The Crystal Shard by R A
Salvatore and in the 3rd / 4th edition adventure Legacy than half their speed.
of the Crystal Shard. The witch Hedrun features in the 5e Regional Effects. The region containing Icingdeath’s
playtest adventure “Dead in Thay” which was updated lair is warped by his magic, which creates one or more
and included in Tales from the Yawning Portal.
of the following effects:
• A cold fog obscures the land 6 miles within his lair.
• Blizzards whip about whenever Icingdeath is present
in his lair.
• New icebergs seem to sprout out of nowhere, crashing
into one another.
If Icingdeath dies, these effects fade after 1
day. Icebergs persist until they are smashed
into oblivion.

Wizards of the Coast

42
ICINGDEATH
Icingdeath as a Mythic Encounter
Icingdeath is a powerful encounter on his own, but if the
Icingdeath adventurers want a true challenge fit for the gods, you
Gargantuan dragon, chaotic evil
can use his Heat Death. Using this trait marks a drastic

Armor Class 20 (natural armor)
turn in the encounter as Icingdeath sheds his flesh and
Hit Points 333 (18d20 + 144) reveals his undead form. Once Icingdeath has used this
Speed 40 ft., burrow 40 ft., fly 80 ft., swim 40 ft. trait, he can choose one of his mythic actions when he
uses a legendary action.

STR DEX CON INT WIS CHA Read or paraphrase the following text when Icingdeath
26 (+8) 10 (+0) 26 (+8) 10 (+0) 13 (+1) 14 (+2) uses his Heat Death trait:

Saving Throws Dex +6, Con +14, Wis +7, Cha +8 Rearing up, the white dragon unleashes a blast of cold
Skills Perception +13, Stealth +6 breath upwards. His many wounds begin to fester and
Damage Resistances necrotic
split, flesh sloughing off of his body and onto the floor.
Damage Immunities cold, poison
Condition Immunities charmed, exhaustion, frightened, But no blood soaks into the ice and snow; instead,
paralyzed, poisoned the flesh fades from view. A powerful illusion hid the
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 23 true power of Icingdeath: the cold creature standing
Languages Common, Draconic before you is made of nothing but bones, with two blue
Challenge 20 (25,000 XP)
pinpoints of light in empty eye sockets. The dracolich

Ice Walk. Icingdeath can move across and climb icy surfaces begins to laugh a cold, heartless chuckle.
without needing to make an ability check. Additionally,
difficult terrain composed of ice or snow doesn’t cost him Rewards
extra movement. Fighting Icingdeath as a mythic encounter is equivalent
Legendary Resistance (3/Day). If Icingdeath fails a saving to fighting two CR 20 creatures in one encounter. Award
throw, he can choose to succeed instead. a party 50,000 XP for defeating Icingdeath after he uses
Heat Death. You can also reward them with the heart
Heat Death (Mythic; Recharges after a Short or Long
of the ancient white, northlander’s axe of felling, and skull
Rest). If Icingdeath is reduced to 0 hit points, he is reduced to
1 hit point instead as his dracolich form is revealed. Icingdeath of Ingeloakastimizilian, in addition to any hoard or other
immediately gains 333 temporary hit points, his breath weapon treasures Icingdeath might hold.
deals necrotic damage instead of cold, and creatures that have
saved against his Frightful Presence can be affected once more.
Magic Resistance. While Icingdeath has temporary hit points Legendary Actions
from Heat Death, he has advantage on saving throws against Icingdeath can take 3 legendary actions, choosing from the
spells and other magical effects. options below. Only one legendary action option can be used at
a time and only at the end of another creature’s turn. Icingdeath
Actions regains spent legendary actions at the start of his turn.
Multiattack. Icingdeath can use its Frightful Presence. He then
makes three attacks: one with his bite and two with his claws. Detect. Icingdeath makes a Wisdom (Perception) check.
Tail Attack. Icingdeath makes a tail attack.
Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Wing Attack (Costs 2 Actions). Icingdeath beats his wings.
Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) cold damage. Each creature within 15 feet of Icingdeath must succeed
Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. on a DC 22 Dexterity saving throw or take 15 (2d6 + 8)
Hit: 15 (2d6 + 8) slashing damage. bludgeoning damage and be knocked prone. Icingdeath can
then fly up to half his flying speed.
Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target.
Hit: 17 (2d8 + 8) bludgeoning damage. Mythic Actions
If Icingdeath is a Mythic encounter, he can choose from the
Frightful Presence. Each creature of Icingdeath’s choice
options below as additional legendary actions as long as he has
that is within 120 feet of him and aware of him must succeed
temporary hit points remaining from Heat Death.
on a DC 16 Wisdom saving throw or become frightened for 1
minute. A creature can repeat the saving throw at the end of Recharge Breath Weapon. Icingdeath attempts to recharge his
each of its turns, ending the effect on itself on a success. If a breath weapon.
creature’s saving throw is successful or the effect ends for it, the Quick Escape (Costs 2 Actions). Icingdeath repositions
creature is immune to Icingdeath’s Frightful Presence for the himself. Using either his burrowing or swimming speed, he
next 24 hours. dives down and emerges elsewhere. This movement does not
trigger opportunity attacks.
Cold Breath (Recharge 5–6). Icingdeath exhales an icy blast in
Lair Attack (Costs 3 Actions). Icingdeath immediately uses
a 90-foot cone. Each creature in that area must make a DC 22
one of his lair actions. He cannot choose the same action
Constitution saving throw, taking 72 (16d8) cold damage on a
he chose last.
failed save, or half as much damage on a successful one.

43
ICINGDEATH
known to be built on or near these portals, and rumors
Ileuthra point towards a fourth existing in the caverns beneath
Ileuthra is a celestial brass dragon who wanders the Candlekeep. The House of Knowledge is a library
planes in pursuit of knowledge. In particular, Ileuthra of infinite knowledge, and is thought to contain a
loves games, with a fondness for the most challenging truespeech index of the true names of all creatures,
among them. This research into games grants him objects, and places in existence, even that of the Red
a keen mind for tactics, which solidified his seat Knight and other deities ascended from mortal beings.
representing brass dragons in Protanther’s council Lair Actions. On initiative count 20 (losing initiative
during the Tyranny of Dragons. Otherwise, Ileuthra is ties), Ileuthra takes a lair action to cause one of the
believed to spend the majority of his time in his lair in following effects; he can’t use the same effect two
the House of Knowledge, learning from Oghma, the Lord rounds in a row:
of Knowledge. • The library shelves rattle and shake as 3d4 + 1
Ideals. “What use is knowledge if you don’t share it magical books are thrown at creatures hostile to
with others?” Ileuthra within 120 feet of him. A book deals 3 (1d4
Bonds. “By mastering all there is to understand, I seek + 1) bludgeoning damage to its target. The books all
to elevate myself above the stigma against other strike simultaneously, and Ileuthra must spread them
brass dragons.” evenly among targets within range.
Flaws. “My time spent among the planes and studying • All the lights within 120 feet of Ileuthra suddenly dim,
has resulted in me becoming detached from other then reignite in a brilliant flash of light. Creatures
dragons, even others of my kind.” in the area must succeed on a DC 15 Constitution
saving throw or be blinded until initiative count 20.
For DMs wanting to know more about Ileuthra, the Celestials and creatures that are immune to radiant
ancient brass dragon is mentioned in the official damage automatically succeed on this saving throw.
campaign “Rise of Tiamat” from the Tyranny of • Tendril-like strings of words stretch up from the
Wizards of the Coast

Dragons storyline. ground and attempt to grapple creatures of Ileuthra’s


choice within 120 feet of him. Targets must succeed
Ileuthra’s Lair on a DC 15 Strength saving throw or become grappled
and restrained by the words. A creature restrained
Ileuthra’s lair is located in Oghma’s divine realm, the this way can use its action to repeat this saving throw,
House of Knowledge. It can be accessed from about a breaking free early on a successful save. Any creatures
dozen invisible portals scattered to remote locations still restrained by this effect when it is used again take
in Faerun. At least three monasteries of Oghma are 11 (2d10) psychic damage.
44
ILEUTHRA
Regional Effects. The region containing Ileuthra’s
lair contains the latent divine magic of Oghma, which
creates one or more of the following effects:
• Any ability checks made to recall knowledge within
the House of Knowledge are made with advantage.
However, if a creature fails their ability check, their
mind becomes muddled and clouded for the effort,
making all Intelligence checks and saving throws with
disadvantage for the next hour.
• When read, books within the House of Knowledge
have a 50% chance of having their text magically
altered to speak of Ileuthra in high regard, regardless
of the topic the book is expected to cover. A second
read by the same creature dispels this effect for that
creature, and the book can be read normally.
• Creatures within the House of Knowledge are
unable to tell a lie, as the truth can be found in any
book within the house. Should a creature tell a lie,
knowingly or not, a book (likely containing the truth Word Archon
of the matter) flies off the shelf and hits the creature Medium celestial, lawful good
for 3 (1d4 + 1) bludgeoning damage. —
Armor Class 17 (natural armor)
If Ileuthra dies, for the next 1d10 days, books have a Hit Points 136 (16d8 + 64)
Speed 30 ft., fly 90 ft.
50% chance of speaking of Ileuthra’s noble end the first
time they are read. All other regional effects remain, as —
STR DEX CON INT WIS CHA
they are properties of the House of Knowledge. 18 (+4) 18 (+4) 18 (+4) 17 (+3) 20 (+5) 20 (+5)

Saving Throws Wis +9, Cha +9
Skills Insight +9, Perception +9
Ileuthra as a Mythic Encounter Damage Resistances radiant; bludgeoning, piercing, and
An ancient brass dragon is a powerful encounter on slashing from nonmagical attacks
its own, but if the adventures want a true challenge fit Damage Immunities lightning
for the gods, you can use Ileuthra’s Gambit. Using this Condition Immunities charmed, exhaustion, frightened
trait marks a drastic turn in the encounter as Ileuthra Senses darkvision 120 ft., passive Perception 19
reveals this first phase of combat as a calculated Languages All, telepathy 120 ft.
sacrificial move. Once Ileuthra has used this trait, he can Challenge 10 (5,900 XP)
choose from one of his mythic actions when he uses a —
legendary action. Angelic Weapons. The archon’s weapon attacks are magical.
When the archon hits with any weapon, the weapon deals an
Read or paraphrase the following text when Ileuthra
extra 4d8 radiant damage (included in the attack).
uses her Gambit trait:
Innate Spellcasting. The archon’s spellcasting ability is
As Ileuthra falls, you can see a calculated smile on his Charisma (spell save DC 17). The archon can innately cast the
face. His physical form begins to fade and glow, and following spells, requiring only verbal components:
a loud popping sound is heard, immediately followed At will: detect evil and good
by the opening of a portal. Ileuthra is drawn in, and 1/day each: commune, raise dead
you feel a pulling sensation on your body. The gate
Magic Resistance. The archon has advantage on saving throws
begins to swirl and everything in its vicinity starts against spells and other magical effects.
moving towards the portal, including you! As you cross
Quasiangelic Form. The archon has advantage on saving throws
its threshold, you are shunted into what looks like a against poison, and cannot be set on fire or disintegrated. If the
library, lined with orbs of light and a subtle diffuse archon is reduced to 0 hit points, it becomes a normal book.
glow in the air. Ileuthra emerges from behind a rack of
books, cackling knowingly. Not one of the wounds you Actions
rendered on his form is visible, and he looks pristine and Multiattack. The archon makes two melee attacks.
renewed. Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 9 (1d10 + 4) bludgeoning damage plus 18 (4d8)
Rewards radiant damage.
Fighting Ileuthra as a mythic encounter is equivalent to Lecturous Lectern (Recharge 5-6). The archon speaks to a
Dusan Kostic

fighting two CR 20 creatures in one encounter. Award creature it can see within 120 feet in truespeech. If the target is a
a party 50,000 XP for defeating Ileuthra after he uses celestial, elemental, fey, or fiend, it is banished (as if it has failed
Gambit. You can also reward them with the heart of the its saving throw against the banishment spell). If the target is any
ancient brass, archon’s breastplate, and lexicon of names other creature type, it must succeed on a DC 17 Wisdom saving
(one of each), in addition to any hoard he may covet. throw or be stunned until the start of its next turn.

45
ILEUTHRA
Ileuthra DC 18 Wisdom saving throw or become frightened for 1 minute.
A creature can repeat the saving throw at the end of each of its
Gargantuan celestial, neutral
turns, with disadvantage if Ileuthra is within line of sight, ending
— the effect on itself on a success. If a creature’s saving throw is
Armor Class 20 (natural armor)
successful or the effect ends for it, the creature is immune to
Hit Points 297 (17d20 + 119)
Ileuthra’s Frightful Presence for the next 24 hours.
Speed 40 ft., burrow 40 ft., fly 80 ft.
Breath Weapons (Recharge 5-6). Ileuthra uses one of the

STR DEX CON INT WIS CHA following breath weapons:
27 (+8) 10 (+0) 25 (+7) 21 (+5) 23 (+6) 19 (+4)
Fire Breath. Ileuthra exhales fire in a 90-foot line that is 10 feet

Saving Throws Dex +6, Con +13, Wis +8, Cha +10 wide. Each creature in that line must make a DC 21 Dexterity
Skills History +9, Religion +9, Perception +14, Persuasion +10, saving throw, taking 56 (16d6) fire damage on a failed save, or
Stealth +6 half as much damage on a successful one.
Damage Immunities fire, radiant Sleep Breath. Ileuthra exhales sleep gas in a 90-foot cone. Each
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 24 creature in that area must succeed on a DC 21 Constitution
Languages All saving throw or fall unconscious for 10 minutes. This effect ends
Challenge 20 (75,000 XP) for a creature if the creature takes damage or someone uses an
action to wake it.

Gambit (Mythic; Recharges after a Short or Long Rest). If
Ileuthra is reduced to 0 hit points, he is reduced to 1 hit point
Legendary Actions
instead. A portal to the House of Knowledge opens, which Ileuthra Ileuthra can take 3 legendary actions, choosing from the options
escapes through and drags the adventures along with him. Upon below. Only one legendary action can be used at a time and only
arrival, they are faced with a renewed Ileuthra, who gains 297 at the end of another creature’s turn. Ileuthra regains spent
temporary hit points and immediately ends any ongoing conditions legendary actions at the start of his turn.
on himself. In addition, creatures that have successfully resisted his Detect. Ileuthra makes a Wisdom (Perception) check.
Frightful Presence can be affected once more. Ileuthra regains all Tail Attack. Ileuthra makes a tail attack.
expended uses of his Legendary Resistance trait. Wing Attack (Costs 2 Actions). Ileuthra beats his wings. Each
As long as Ileuthra has temporary hit points from this trait, creature within 15 ft. of Ileuthra must succeed on a DC 25
his Fire Breath action becomes Radiant Breath, and deals Dexterity saving throw or take 17 (2d6 + 10) bludgeoning
radiant damage. damage and be knocked prone. Ileuthra can then fly up to half
Innate Spellcasting. Ileuthra’s spellcasting ability is Charisma his flying speed.
(spell save DC 18). He can innately cast the following spells, Mythic Actions
requiring no material components. If Ileuthra is a Mythic encounter, he can choose from the options
1/day each: banishment, dream, flame strike, hold monster below as additional legendary actions once while he has temporary
hit points gained from his Gambit trait.
Legendary Resistance (3/Day). If Ileuthra fails a saving throw, he
can choose to succeed instead. Polymorph Book. Ileuthra targets a book he can see within 120
feet. The book immediately comes to life, taking on the stats of
Actions a word archon (see sidebar). This archon acts on its own turn,
Multiattack. Ileuthra can use his Frightful Presence. He then which it takes immediately after Ileuthra’s, supporting Ileuthra
makes three attacks: one with his bite and two with his claws. and follows his commands to the best of its ability.
Legendary Resilience (Costs 2 Actions). Ileuthra regains an
Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: expended use of his Legendary Resistance trait.
19 (2d10 + 8) piercing damage. Banishing Breath (Costs 3 Actions). Ileuthra exhales
Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. banishing magic in a 90-foot cone. Each creature in that
Hit: 15 (2d6 + 8) slashing damage. area must succeed on a DC 21 Charisma saving throw or be
banished, as described in the banishment spell. Ileuthra must
Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit:
maintain concentration on this effect for up to 1 minute, as if
17 (2d8 + 8) bludgeoning damage.
concentrating on the spell itself.
Frightful Presence. Each creature of Ileuthra’s choice that is
within 120 feet of Ileuthra and aware of him must succeed on a

46
ILEUTHRA
Itzigra’tz
Unlike alhoon pretenders, Itzigra’tz has given up
everything that matters to a mind flayer to acquire the
true mastery of undeath in the form of lichdom. In life,
Itzigra’tz was exiled by its elder brain as a measure
of protection for the colony against the illithid’s
destructive thoughts. Spurned, it spent centuries
acquiring the magical talents needed to embrace the
cold eternity of undeath.
The final apotheosis for the lich came when it
returned to the colony it once called home. Slaying its
former family, the best defense was put up by a trio
of arcanists who had themselves become alhoons. In
a dark ritual, Itzigra’tz built his phylactery from their
mind stone, bathed in the death of the elder brain who
cast it out.
Ideal. “Having been cast out and rejected by my
own people, I’ve learned that all I need comes
from within.”

Eric Lofgren
Bond. “Through mastery of both the arcane
and psionic, I will be unrivaled on this or any
other world.”
Flaw. “My designs are so perfect, even random
chance isn’t a factor when calculating the odds
of my defeat.”
Bruno Balixa

47
ITZIGRA’TZ
Itzigra’tz’s Lair
Initially settling down in the ruins of its old home, the
location was too remote for Itzigra’tz to reliably harvest
souls for its phylactery. It wandered and found the lost
drow city of Telnarquel, an ideal location for a lair as
drow warriors would regularly seek the city out in small
bands that were easily conquered by the lich.
Lair Actions. On initiative count 20 (losing initiative
ties), Itzigra’tz can take a lair action to cause one of the
following magical effects; Itzigra’tz can’t use the same
effect two rounds in a row:
• Itzigra’tz rolls a d8 and regains a spell slot of that level
or lower. If it has no spent spell slots of that level or
lower, nothing happens.
• Itzigra’tz targets one creature it can see within 30
feet of it. A crackling cord of negative energy tethers
Itzigra’tz to the target. Whenever Itzigra’tz takes
damage, the target must make a DC 18 Constitution
saving throw. On a failed save, Itzigra’tz takes half the
damage (rounded down), and the target takes the
remaining damage. This tether lasts until initiative
count 20 on the next round or until Itzigra’tz or the
target is no longer in Itzigra’tz’s lair.
• Itzigra’tz calls forth the spirits of drow that died in
its lair. These apparitions materialize and attack one Itzigra’tz as a Mythic Encounter
creature that Itzigra’tz can see within 60 feet of it.
Itzigra’tz is a powerful encounter on his own, but if
The target must succeed on a DC 18 Constitution the adventurers want a true challenge fit for the gods,
saving throw, taking 52 (15d6) necrotic damage on a you can use its Leashed Souls. Using this trait marks
failed save, or half as much damage on a success. The a drastic turn in the encounter as Itzigra’tz taps into
apparitions then disappear. its phylactery, consuming the illithid souls within to
heighten its own terrifying powers. Once Itzigra’tz has
Regional Effects. The region containing Itzigra’tz’s
used this trait, he can choose one of his mythic actions
lair is warped by undead psionic corruption, which when he uses a legendary action.
creates one or more of the following effects: Read or paraphrase the following text when Itzigra’tz
• Ghostly drow wander the Underdark within 1 mile uses his Leashed Souls trait:
of the lair. They attack travellers as described in the It’s impossible to read the face of the undead illithid
third lair action. As with the ghosts of the lair action, before you. Pinpoints of purple light sit in long dead
these disappear after attacking as well. eye sockets. Yet the creature moves with desperation.
• Plants wither and die on the surface directly above its Realizing how close it is to utter oblivion, something
lair, and for 1 mile surrounding that point. clicks on in the creature’s mind. A horrific laughter
• Creatures within 1 mile of the lair hear whispers—the begins to echo in your mind. “Fools. If my entire colony
surface thoughts of other creatures within the lair lacked the ability to destroy me when I was new to my
intruding upon their mind. Prolonged exposure to power, what hope do you think you have now, with my
such intrusions cause paranoia and madness. centuries of experience?”. It reaches into a pocket and
pulls out a three-part crystal. Crushing it, three ghostly
images of undead mind flayers, and an elder brain
appear. Behind them, more illithid spirits fade into view.
These are the ghosts of Itzigra’tz’s past, slaves to the
will of the lich.

Rewards
Wizards of the Coast

Fighting Itzigra’tz as a mythic encounter is equivalent to


fighting two CR 22 creatures in one encounter. Award
a party 82,000 XP for defeating Itzigra’tz after he uses
Leashed Souls. You can also reward them with a mind
stone fragment or the spell Ioulaum’s longevity in addition
to any other treasures he may hold.

48
ITZIGRA’TZ
Itzigra’tz After Leashed Souls occurs, the drow ghosts listed in the lair
and regional effects become mind flayer ghosts. Their attacks deal
Medium undead (illithid), any evil alignment
psychic damage instead of necrotic damage.

Armor Class 17 (natural armor) Actions
Hit Points 135 (18d8 + 54)
Tentacles. Melee Weapon Attack: +12 to hit, reach 5 ft., one
Speed 30 ft.
creature. Hit: 21 (3d10 + 5) psychic damage. If the target is

STR DEX CON INT WIS CHA Large or smaller, it is grappled (escape DC 15) and must succeed
11 (+0) 16 (+3) 16 (+3) 20 (+5) 14 (+2) 16 (+3) on a DC 20 Intelligence saving throw or be stunned until this
grapple ends.

Saving Throws Con +10, Int +12, Wis +9
Skills Arcana +19, History +12, Insight +9, Perception +9 Extract Brain. Melee Weapon Attack: +12 to hit, reach 5 ft., one
Damage Resistances cold, lightning, necrotic incapacitated humanoid grappled by Itzigra’tz. Hit: 55 (10d10)
Damage Immunities poison; bludgeoning, piercing, and slashing piercing damage. If this damage reduces the target to 0 hit points,
from nonmagical attacks Itzigra’tz kills the target by extracting and devouring its brain.
Condition Immunities charmed, exhaustion, frightened, Mind Blast (Recharge 5–6). Itzigra’tz magically emits psychic
paralyzed, poisoned energy in a 60-foot cone. Each creature in that area must succeed
Senses truesight 120 ft, passive Perception 19 on a DC 18 Intelligence saving throw or take 27 (5d8 + 5) psychic
Languages Deep Speech, Common, Undercommon, telepathy damage and be stunned for 1 minute. A creature can repeat the
120ft. saving throw at the end of each of its turns, ending the effect on
Challenge 22 (41,000 XP) itself on a success.

Innate Spellcasting (Psionics). Itzigra’tz’s innate spellcasting
Paralyzing Touch. Melee Spell Attack: +12 to hit, reach 5 ft., one
creature. Hit: 10 (3d6) cold damage. The target must succeed on a
ability is Intelligence (spell save DC 20). It can innately cast the
DC 18 Constitution saving throw or be paralyzed for 1 minute. The
following spells, requiring no components.
target can repeat the saving throw at the end of each of its turns,
At will: detect thoughts, levitate ending the effect on itself on a success.
1/day each: dominate monster, plane shift (self only)
Legendary Resistance (3/Day). If Itzigra’tz fails a saving throw, it
Legendary Actions
can choose to succeed instead. Itzigra’tz can take 3 legendary actions, choosing from the options
below. Only one legendary action option can be used at a time and
Rejuvenation. If Itzigra’tz has a phylactery, it gains a new body only at the end of another creature’s turn. Itzigra’tz regains spent
in 1d10 days, regaining all its hit points and becoming active again. legendary actions at the start of its turn.
The new body appears within 5 feet of the phylactery.
Tentacles. Itzigra’tz makes one attack with its tentacles.
Magic Resistance. Itzigra’tz has advantage on saving throws Extract Brain (Costs 2 Actions). Itzigra’tz uses Extract Brain.
against spells and other magical effects. Mind Blast (Costs 3 Actions). Itzigra’tz recharges its Mind Blast
Spellcasting. Itzigra’tz is an 18th-level spellcaster. Its spellcasting and uses it.
ability is Intelligence (spell save DC 20, +12 to hit with spell Cast Spell (Varies). For 1 action, Itzigra’tz can cast a 1st level
attacks). Itzigra’tz has the following wizard spells prepared: spell. For 2 actions, Itzigra’tz can cast a 2nd level spell. For 3
actions, Itzigra’tz can cast a 3rd level spell OR cast a cantrip for
Cantrips (at will): mage hand, prestidigitation, ray of frost
each creature he can see. If Itzigra’tz casts cantrips in this way,
1st level (4 slots): detect magic, magic missile, shield, thunderwave
he can only target a given creature with a cantrip once.
2nd level (3 slots): acid arrow, detect thoughts, invisibility,
mirror image Mythic Actions
3rd level (3 slots): animate dead, counterspell, dispel If Itzigra’tz is a Mythic encounter, it can choose from the options
magic, fireball below as additional legendary actions while it possesses temporary
4th level (3 slots): blight, dimension door hit points from its Leashed Souls trait. Once an action is used, it
5th level (3 slots): cloudkill, scrying cannot be used again until the start of Itzigra’tz turn.
6th level (1 slot): disintegrate, globe of invulnerability
Break Concentration. The ghostly elder brain targets a creature
7th level (1 slot): finger of death, plane shift
within 120 feet of Itzigra’tz who is concentrating on a spell. The
8th level (1 slot): dominate monster, power word stun
elder brain breaks the creature’s concentration on a spell it has
9th level (1 slot): power word kill
cast. The creature also takes 2 (1d4) psychic damage per level
Turn Resistance. Itzigra’tz has advantage on saving throws against of the spell.
any effect that turns undead. Spell Thief. The alhoons pick a creature within 120 feet of
Leashed Souls (Mythic; Recharges after a Short or Long Itzigra’tz that can cast spells. The target must succeed on a DC
Rest). If Itzigra’tz is reduced to 0 hit points, it is reduced to 1 hit 20 Intelligence saving throw or have a spell stolen from it. Roll
point instead as it summons the souls of the alhoons and the elder 1d8 and choose a spell of that level or lower. The target suffers
brain that once belonged to the colony Itzigra’tz belonged to that it an amount of psychic damage equal to the roll and loses a
had trapped in a periapt of mind trapping. spell slot of that level. Itzigra’tz can choose to cast this spell as
When this happens, Itzigra’tz automatically loses any conditions though it had the spell prepared and without using a spell slot. If
of its choice, and gains 135 temporary hit points. While in Itzigra’tz does not cast the spell before the end of its next turn,
possession of these temporary hit points, Itzigra’tz’s AC increases the spell is lost.
by 2 as it becomes wrapped in spectral armor, and Itzigra’tz can Illithid Ghosts. Mind flayer ghosts approach hostile creatures
take six legendary actions each round instead of three. Three of in the lair that Itzigra’tz can see. Roll 1d6 and make that many
these actions must be mythic actions. ghostly touch attacks. A ghostly touch is a melee spell attack
that has a +6 bonus to hit, and deals 2d8 psychic damage to any
target it hits.

49
ITZIGRA’TZ
Iymrith Iymrith’s Lair
Iymrith is a conniving ancient blue dragon who uses Blue dragons find dwelling in the desert to be most
her considerable arcane capabilities to blend into suitable to their natural talents, but a dragon who
other societies on the hunt for powerful magic items. craves power as much as Iymrith has a much greater
Recently she tried to acquire the powerful Wyrmskull sense of pride in her lair. That’s why only an ancient
Throne from nearby giants, and even contacted a Netherese ruin is suitable enough for her magnificent
secretive society just to investigate what possessions presence. This ruin is found half buried in the northeast
she might covet. of Ascore in the Anauroch desert.
Lair Actions. On initiative count 20 (losing initiative
Ideal. “Manipulation comes as easily to me as mouth-
ties), Iymrith takes a lair action to cause one of the
breathing does to everyone else.”
following effects; she can’t use the same effect two
Bond. “My only goal in life is to acquire magical items
rounds in a row:
worthy of my greatness.”
Flaw. “If pride comes before the fall, my fall will be the • Lightning charges around the lair, dancing around
greatest in all of history.”
Wizards of the Coast

metallic items. This doesn’t harm any creature except


spellcasters. Whenever a spell of 1st level or higher
For DMs wanting to know more about Iymrith, she is cast within her lair, the caster takes 1d6 lightning
is featured in the 5th edition adventure Storm King’s
damage for each level of the spell (for example, a 3rd
Thunder. Additionally, Ed Greenwood wrote an article
about her in Dragon 242 entitled “Wyrms of the level spell deals 3d6 lightning damage). This damage
North: Iymrith.” cannot cause a creature to lose concentration on a
spell. This lasts until Iymrith uses another lair action.

50
IYMRITH
• A cloud of sand swirls about in a 20-foot-radius
sphere centered on a point Iymrith can see within
120 feet of her. The cloud spreads around corners.
Each creature in the cloud must succeed on a DC
15 Constitution saving throw or be blinded for 1
minute. A creature can repeat the saving throw at
the end of each of its turns, ending the effect on itself
on a success.
• Iymrith causes magical items to randomly fire off.
Any character with a magic item that has charges
must roll a d6. On a 1, the magic item loses 1 charge
and Iymrith either regains the use of one of her
spells or can attempt to recharge her breath weapon
(Iymrith’s choice).
Regional Effects. The region containing Iymrith’s
lair is warped by her, which creates one or more of the
following effects:
• Thunderstorms rage within 6 miles of the lair.
• Magical items glow softly to all creatures, as though
they benefited from the detect magic spell.
• Hidden sinkholes form in and around Iymrith’s lair.
A sinkhole can be spotted from a safe distance with
a successful DC 20 Wisdom (Perception) check.
Otherwise, the first creature to step on the thin
crust covering the sinkhole must succeed on a DC
15 Dexterity saving throw or fall 1d6 × 10 feet into
the sinkhole.

Iymrith as a Mythic Encounter


Iymrith is a powerful encounter on his own, but if the
adventurers want a true challenge fit for the gods,
you can use her Weave Wraith. Using this trait marks
a drastic turn in the encounter as Iymrith becomes
pure arcane power. Once Iymrith uses this trait, she
can choose one of her mythic actions when she uses a
legendary action.
Read or paraphrase the following text when Iymrith
uses her Weave Wraith trait:
As blood pours from between her scales, Iymrith
realizes the danger before her has become a credible
threat. Her draconic lips curl briefly as she quickly
releases an incantation, creating a bright blue and
white flash. Suddenly, you can see each and every scale
on her hide has been carved with an arcane glyph. Her
entire body becomes charged with pure arcane power,
blue fire flowing through the markings. Then, the fire
burns away her corporeal form and the dragon exists
only as blue fire.

Rewards
Fighting Iymrith as a mythic encounter is equivalent to
Bruno Balixa

fighting two CR 23 creatures in one encounter. Award


a party 100,000 XP for defeating Iymrith after she uses
Weave Wraith. You can also reward them with the heart
of the ancient blue, wraithscale, or the spell force burn in
addition to any other treasures that her hoard may hold.

51
IYMRITH
Iymrith Actions
Gargantuan dragon, lawful evil Multiattack. Iymrith can use her Frightful Presence. She then
makes three attacks: one with her bite and two with her claws.

Armor Class 22 (natural armor)
Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit:
Hit Points 481 (26d20 + 208)
20 (2d10 + 9) piercing damage plus 11 (2d10) lightning damage.
Speed 40 ft., burrow 40 ft., fly 80 ft.
— Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target.
STR DEX CON INT WIS CHA Hit: 16 (2d6 + 9) slashing damage.
29 (+9) 10 (+0) 27 (+8) 18 (+4) 17 (+3) 21 (+5)
Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit:

Saving Throws Dex +7, Con +15, Wis +10, Cha +12 18 (2d8 + 9) bludgeoning damage.
Skills Arcana+13 Perception +17, Stealth +7
Frightful Presence. Each creature of Iymrith's choice that is
Damage Immunities lightning
within 120 feet of Iymrith and aware of her must succeed on a DC
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 27
20 Wisdom saving throw or become frightened for 1 minute. A
Languages Common, Draconic, Giant, Terran
creature can repeat the saving throw at the end of each of their
Challenge 23 (50,000 XP)
turns, ending the effect on itself on a success. If a creature's

Legendary Resistance (3/Day). If Iymrith fails a saving throw,
saving throw is successful or the effect ends for it, the creature is
immune to Iymrith's Frightful Presence for the next 24 hours.
she can choose to succeed instead.
Lightning Breath (Recharge 5–6). Iymrith exhales lightning
Change Shape. Iymrith magically polymorphs into a female storm
in a 120­-foot line that is 10 feet wide. Each creature in that line
giant or back into her true form. She reverts to her true form if
must make a DC 23 Dexterity saving throw, taking 88 (16d10)
she dies. Any equipment she is wearing or carrying is absorbed or
lightning damage on a failed save, or half as much damage on a
borne by the new form (Iymrith’s choice).
successful one.
In storm giant form, Iymrith retains her alignment, hit points,
If Imyrith has temporary hit points from her Weave Wraith trait,
Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair
the line can be broken into two lines instead. The second line must
actions, and Intelligence, Wisdom, and Charisma scores, as well
begin where the first one ended. The combined length of both
as this action. Her statistics are otherwise replaced by those of
lines cannot exceed 120 feet.
the new form.
Innate Spellcasting. Iymrith’s spellcasting ability is Charisma Legendary Actions
(spell save DC 20). She can innately cast the following spells, Iymrith can take 3 legendary actions, choosing from the options
requiring no material components: below. Only one legendary action option can be used at a time and
1/day each: counterspell, detect magic, ice storm, stone only at the end of another creature's turn. Iymrith regains spent
shape, teleport legendary actions at the start of her turn.

When she casts her stone shape spell, Iymrith can shape the Detect. Iymrith makes a Wisdom (Perception) check.
targeted stone into a living gargoyle instead of altering the stone Tail Attack. Iymrith makes a tail attack.
as described in the spell’s description. This transformation is Wing Attack (Costs 2 Actions). Iymrith beats her wings. Each
permanent and can’t be reversed or dispelled. If she has temporary creature within 15 feet of Iymrith must succeed on a DC 24
hit points from her Weave Wraith trait, she instead creates Dexterity saving throw or take 16 (2d6 + 9) bludgeoning
Stone Golems. damage and be knocked prone. Iymrith can then fly up to half
her flying speed.
Weave Wraith (Mythic; Recharges after a Short or Long Rest).
If Iymrith takes damage that would reduce her to 0 hit points, she Mythic Actions
is reduced to 1 hit point instead. Her arcane runes supplement her If Iymrith is a Mythic encounter, she can choose from the options
power. She immediately gains 481 temporary hit points, regains below as additional legendary actions while she possesses
all uses of her spells, ends all conditions on herself, and her breath temporary hit points from her Weave Wraith trait.
weapon recharges. Electric Field. Iymrith uses her breath weapon but instead of
While possessing these temporary hit points, she has advantage a line, it is a sphere centered on her with a 20-foot radius.
on saving throws against spells and other magical effects and She cannot use this action if her breath weapon is waiting
immunity to bludgeoning, piercing, and slashing damage from non- to recharge.
magical attacks. Whenever she succeeds on a saving throw against Recharge Breath Weapon. Iymrith attempts to recharge her
a spell or other magical effect, she regains 16 hit points. breath weapon.
Arcane Movement. Iymrith becomes incorporeal and moves
up to her full speed. This movement does not provoke
opportunity attacks.

52
IYMRITH
Juiblex
Juiblex is a maddening pile of oozing gelatin, and is
amorphous but always at least 9 feet tall or long. The
fluids that comprise the form of Juiblex shimmer
between a variety of shades of black, green, brown
and blue, but all dark colors that blend into one ugly
mess. Juiblex rarely communicates, even to its own
cultists, instead choosing to transform things until they
understand and think as the demon lord does.
Ideal. “Become part of me and know what it is to exist
as part of the universe.”
Bond. “I will consume all, and all will be Juiblex.”
Flaw. “There is only consumption. All other things are
extraneous.”

For DMs wanting to know more about Juiblex,


the following sources are recommended: Dungeon
188, Fiendish Codex I, The Book of Vile Darkness,
and Mordenkainen’s Tome of Foes. Juiblex also was
a force present in the 5th edition adventure Out
of the Abyss.
Lluis Abadias

53
JUIBLEX
Juiblex's Lair
While the Slime Pits of the Abyss fester and bubble, Juiblex as a Mythic Encounter
filled with fungus and ooze, Juiblex’s presence causes Juiblex is a powerful encounter on his own, but if the
effluence to grow wherever it settles for too long. Given adventurers want a true challenge fit for the gods, you
a few hours, unintelligent oozes fill the region around can use its Royal Resplendence trait. Using this trait
the Faceless Lord. After a few days, inedible slime molds marks a drastic turn in the encounter as Juiblex begins
slick every surface for miles. consuming everything in an effort to become bigger.
Lair Actions. On initiative count 20 (losing initiative Once Juiblex uses this trait, it can choose one of its
ties), Juiblex can take a lair action to cause one of mythic actions when it uses a legendary action.
the following effects; it can’t use the same effect two Read or paraphrase the following text when Juiblex use
rounds in a row: its Royal Resplendence trait:
The quivering center-mass of the demon prince seems
• Juiblex slimes a square area of ground it can see
to attempt to flee, with enemies on all sides. Unsure of
within the lair. The area can be up to 10 feet on a side.
what to do, the Faceless Lord shrinks nearly to the size
The slime lasts for 1 hour or until it is burned away
of a full grown human. Explosively, tendrils erupt from
with fire. When the slime appears, each creature in
this small slime, attaching to nearby terrain. Acidic
that area when it’s created, or that moves into it for
juices flow from these tentacles, dissolving any material
the first time on a turn, must succeed on a DC 21
they touch. The resulting fluids are pumped back
Strength saving throw or become restrained.
towards Juiblex, who seems to gather strength from this
A restrained creature is stuck as long as it remains
process.
in the slimy area or until it breaks free. The restrained
creature, or another creature that can reach it, can use Rewards
its action to make a DC 21 Strength check, breaking
Fighting Juiblex as a mythic encounter is equivalent to
free on a success. fighting two CR 23 creatures in one encounter. Award
If the slime is set on fire, it burns away after 1 a party 100,000 XP for defeating Juiblex after it uses
round. Any creature that starts its turn in the burning Royal Resplendence. You can also reward them with
slime takes 22 (4d10) fire damage. the staff of slime and many eyes, or the spell investiture of
• Juiblex slimes a square area of ground it can see ooze in addition to any other treasures Juiblex may hold.
within the lair. The area can be up to 10 feet on a side.
The slime lasts for 1 hour or until it is burned away
with fire. When the slime appears, each creature in
that area when it’s created, or that moves into it for
the first time on a turn, must succeed on a DC 21
Dexterity saving throw or fall prone and slide 10 feet
in a random direction determined by a d8 roll.
If the slime is set on fire, it burns away after 1 Green Slime
round. Any creature that starts its turn in the burning
This acidic slime devours flesh, organic material, and
slime takes 22 (4d10) fire damage. metal on contact. Bright green, wet, and sticky, it clings
• A green slime (see sidebar) appears on a spot on the to walls, floors, and ceilings in patches.
ceiling that Juiblex chooses within the lair. The slime A patch of green slime covers a 5-foot square, has
disintegrates after 1 hour. blindsight out to a range of 30 feet, and drops from
walls and ceilings when it detects movement below it.
Regional Effects. The region containing Juiblex’s
Beyond that, it has no ability to move. A creature aware
lair is warped by its magic, creating one or more of the of the slime's presence can avoid being struck by it with a
following effects: successful DC 10 Dexterity saving throw. Otherwise, the
• Small bodies of water, such as ponds or wells, within 1 slime can't be avoided as it drops.
A creature that comes into contact with green slime
mile of the lair turn highly acidic, corroding any object
takes 5 (1d10) acid damage. The creature takes the
that touches them.
damage again at the start of each of its turns until the
• Surfaces within 6 miles of the lair are frequently slime is scraped off or destroyed. Against wood or metal,
covered by a thin film of slime, which is slick and green slime deals 11 (2d10) acid damage each round, and
sticks to anything that touches it. any nonmagical wood or metal weapon or tool used to
• Creatures who rest within 1 mile of the lair must scrape off the slime is effectively destroyed.
succeed on a DC 18 Wisdom saving throw or gain the Sunlight, any effect that cures disease, and any effect
following flaw, which can be removed by a greater that deals cold, fire, or radiant damage destroys a patch
restoration or wish spell, or when Juiblex is defeated: of green slime.
“I must eat everything, making it part of me.”

54
JUIBLEX
Juiblex Actions
Huge fiend (demon), chaotic evil Multiattack. Juiblex makes three acid lash attacks.

Armor Class 18 (natural armor)
Acid Lash. Melee Weapon Attack: +14 to hit, reach 10 ft., one
target. Hit: 21 (4d6 + 7) acid damage. Any creature killed by this
Hit Points 350 (28d12 + 168)
attack is drawn into Juiblex’s body, and the corpse is obliterated
Speed 30 ft.
after 1 minute.

STR DEX CON INT WIS CHA Eject Slime (Recharge 5–6). Juiblex spews out a corrosive slime,
24 (+7) 10 (+0) 23 (+6) 20 (+5) 20 (+5) 16 (+3)
targeting one creature that it can see within 60 feet of it. The

Saving Throws Dex +7, Con +13, Wis +12 target must make a DC 21 Dexterity saving throw. On a failure, the
Skills Perception +12 target takes 55 (10d10) acid damage. Unless the target avoids
Damage Resistances cold, fire, lightning taking any of this damage, any metal armor worn by the target
Damage Immunities poison; bludgeoning, piercing, and slashing takes a permanent −1 penalty to the AC it offers, and any metal
from nonmagical attacks weapon it is carrying or wearing takes a permanent −1 penalty to
Condition Immunities blinded, charmed, deafened, exhaustion, damage rolls. The penalty worsens each time a target is subjected
frightened, grappled, paralyzed, poisoned, prone, restrained, to this effect. If the penalty on an object drops to −5, the object
stunned, unconscious is destroyed.
Senses truesight 120ft., passive Perception 22
Languages all, telepathy 120 ft.
Legendary Actions
Challenge 23 (50,000 XP) Juiblex can take 3 legendary actions, choosing from the options
below. Only one legendary action option can be used at a time and

Foul. Any creature, other than an ooze, that starts its turn within only at the end of another creature’s turn. Juiblex regains spent
10 feet of Juiblex must succeed on a DC 21 Constitution saving legendary actions at the start of its turn.
throw or be poisoned until the start of the creature’s next turn. Acid Splash. Juiblex casts acid splash.
Innate Spellcasting. Juiblex’s spellcasting ability is Attack. Juiblex makes one acid lash attack.
Charisma (spell save DC 18, +10 to hit with spell attacks). Corrupting Touch (Costs 2 Actions). Melee Weapon Attack:
Juiblex can innately cast the following spells, requiring no +14 to hit, reach 10 ft., one creature. Hit: 21 (4d6 + 7) poison
material components: damage, and the target is slimed. Until the slime is scraped off
with an action, the target is poisoned, and any creature, other
At will: acid splash (17th level), detect magic than an ooze, is poisoned while within 10 feet of the target.
3/day each: blight, contagion, gaseous form
Mythic Actions
Legendary Resistance (3/Day). If Juiblex fails a saving throw, it
If Juiblex is a Mythic encounter, it can choose from the options
can choose to succeed instead.
below as additional legendary actions while it possesses temporary
Magic Resistance. Juiblex has advantage on saving throws against hit points from its Royal Resplendence and has at least one tendril
spells and other magical effects. still extended.
Magic Weapons. Juiblex’s weapon attacks are magical. Move Tendril. Juiblex chooses an unoccupied space within 120
Regeneration. Juiblex regains 20 hit points at the start of its turn. feet. A tendril lands at that location and splashes nearby spaces
If it takes fire or radiant damage, this trait doesn’t function at the with acid. All creatures and objects within 5 feet of that point
start of its next turn. Juiblex dies only if it starts its turn with 0 hit take 10 acid damage. All terrain in a 5-foot radius circle centered
points and doesn’t regenerate. on the point becomes difficult terrain.
Slap. Juiblex chooses a creature within 120 feet, who is slapped by
Spider Climb. Juiblex can climb difficult surfaces, including upside a tendril. The creature must succeed in a Strength contest with
down on ceilings, without needing to make an ability check. Juiblex, or be pushed up to 30 feet directly away from Juiblex.
Royal Resplendence (Mythic; Recharges after a Short or Long Recharge Slime. Juiblex attempts to recharge its Eject Slime trait.
Rest). If Juiblex is reduced to 0 hit points, it instead is reduced to 1
hit point as it undergoes a regenerative apotheosis. It immediately
regains 350 temporary hit points and 35 tendrils erupt from
Juiblex, extending up to 120 feet away. While these tendrils exist,
Juiblex is immune to fire and radiant damage. Whenever Juiblex
suffers at least 10 points of damage or more in a single turn, a
tendril is destroyed.
If Juiblex’s hit points are restored to 350, any remaining tendrils
retract and Royal Resplendence recharges immediately.

55
JUIBLEX
Klauth as a Mythic Encounter
An ancient red dragon is a powerful encounter on its
own, but if the adventures want a true challenge fit for
the gods, you can use Klauth’s Contingency Consume.
Klauth Using this trait marks a drastic turn in the encounter as
Klauth consumes red dragon eggs in a ritual to extend
This beyond-ancient red dragon has haunted the his life beyond natural means. Once Klauth uses this
mountains west of Mirabar since the time of the Year of trait, he can choose one of his mythic actions when he
Rogue Dragons. Aside from long bouts of sleep (which uses a legendary action.
are more frequent and for longer periods of time as of Read or paraphrase the following text when Klauth
late), he spends his time there scrying upon his ancient uses his Contingency Consume trait:
enemies and relishing in their misfortunes. “Old Snarl”, The enormous tyrant lets loose a ferocious wail, shaking
as he is known, owes his extraordinarily long life to a the mountains loose of their snowcaps and crumbling
process he developed involving the consumption of red stone walls around him. This wail reveals a previously
dragon eggs. Without a doubt, Klauth is one of the most hidden clutch of eggs within 100 feet of Klauth. He
fearsome dragons in all of Toril. swoops towards them, grabs one massive egg in his
Ideal. “I am the oldest living dragon and thus the mouth and clamps down on it, sending bits of shell and
strongest. None can challenge me.” fluid spraying in all directions. The areas of his massive
Bonds. “I will persist in this world at any cost except body where scales have been shed begin to glow
succumbing to the temptation of undeath.” with a fiery red light and his wounds begin to mend,
Flaws. “I require much sleep to maintain myself, reinvigorating him. The rumors of his profane ritual to
and when awake I must spend my time scrying extend his life appear to be unexaggerated.
just to keep myself apprised of threats, so I can’t
Rewards
Wizards of the Coast

get much done.”


Fighting Klauth as a mythic encounter is equivalent to
For DMs who want to know more about Klauth, the red fighting two CR 25 creatures in one encounter. Award
dragon is featured in the official 5th edition campaign a party 150,000 XP for defeating Klauth after he uses
Storm King’s Thunder. More information can be found in Contingency Consume.You can also reward them with
Dragon 244 “Wyrms of the North: Klauth” and Dragon the heart of the ancient red, gauntlet of wands, or the spell
424 “Eye on the Realms: The Dragon that Never Died”, Klauth’s everlasting life in addition to special equipment
both written by Ed Greenwood. Klauth carries and anything his hoard might contain.

56
KLAUTH
Klauth’s Lair
The lair of “Old Snarl” is known as Klauthen Vale,
located west of Mirabar and nestled in a valley between
the mountains. It consists of numerous caves and is
populated with large quantities of grazing herd beasts
such as sheep, goats, and rothé.
Lair Actions. On initiative count 20 (losing initiative
ties), Klauth takes a lair action to cause one of the
following effects; he can’t use the same effect two
rounds in a row:
• Magma erupts from a point on the ground Klauthcan
see within 120 feet of him, creating a 20-foot-high,
5-foot-radius geyser. Each creature in the geyser’s
area must make a DC 15 Dexterity saving throw,
taking 21 (6d6) fire damage on a failed save, or half as
much damage on a successful one.
• A tremor shakes the lair in a 60-foot radius around
Klauth. Each creature other than Klauth on the ground
in that area must succeed on a DC 15 Dexterity saving
throw or be knocked prone.
• Volcanic gases form a cloud in a 20-foot-radius sphere
centered on a point Klauth can see within 120 feet
of him. The sphere spreads around corners, and
its area is lightly obscured. It lasts until initiative
count 20 on the next round. Each creature that
starts its turn in the cloud must succeed on a DC 13
Constitution saving throw or be poisoned until the
end of its turn. While poisoned in this way, a creature
is incapacitated.
Regional Effects. The region containing Klauth’s lair
is warped by his magic, which creates one or more of
the following effects:
• Small earthquakes are common within 6 miles of
Klauth’s lair.
• Water sources within 1 mile of the lair are
supernaturally warm and tainted by sulfur.
• The ambient temperature of the air and land within
1 mile of the lair are so warm that they can’t ever
reach temperatures below freezing. Cold damage
spells and effects deal half as much damage as normal
within this area.
If Klauth dies, these effects fade over the course
of 1d10 days.
Bob Greyvenstein

57
KLAUTH
Klauth Actions
Gargantuan dragon, chaotic evil Multiattack. Klauth can use his Frightful Presence. He then makes
three attacks: one with his bite and two with his claws.

Armor Class 22 (natural armor)
Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit:
Hit Points 546 (28d20 + 252)
21 (2d10 + 10) piercing damage plus 14 (4d6) fire damage.
Speed 40 ft., climb 40 ft., fly 80 ft.
— Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target.
STR DEX CON INT WIS CHA Hit: 17 (2d6 + 10) slashing damage.
30 (+10) 10 (+0) 29 (+9) 18 (+4) 15 (+2) 23 (+6)
Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit:

Saving Throws Dex +7, Con +16, Wis +9, Cha +13 19 (2d8 + 10) bludgeoning damage.
Skills Perception +16, Stealth +7
Frightful Presence. Each creature of Klauth’s choice that is
Damage Immunities fire, cold (see Special Equipment)
within 120 feet of Klauth and aware of him must succeed on a DC
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 26
21 Wisdom saving throw or become frightened for 1 minute. A
Languages Common, Draconic
creature can repeat the saving throw at the end of each of its turns,
Challenge 25 (75,000 XP)
with disadvantage if Klauth is within line of sight, ending the effect

Special Equipment. Klauth carries a wand of fireballs and a wand
on itself on a success. If a creature’s saving throw is successful or
the effect ends for it, the creature is immune to Klauth’s Frightful
of lightning bolts , and he wears a ring of cold resistance.
Presence for the next 24 hours.
Contingency Consume (Mythic; Recharges after a Short or
Fire Breath (Recharge 5-6). Klauth exhales fire in a 90-foot cone.
Long Rest). If Klauth takes damage that would reduce him to 0
Each creature in that area must make a DC 24 Dexterity saving
hit points, he is reduced to 1 hit point instead. His rage spurred on
throw, taking 91 (26d6) fire damage on a failed save, or half as
by coming so close to death allows him to immediately gain 273
much damage on a successful one.
temporary hit points and take the Consume Egg mythic action. In
addition, creatures that have successfully resisted his Frightful Legendary Actions
Presence can be affected once more. 10 red dragon eggs are
revealed within 120 feet of Klauth. An egg has an AC of 20 and Klauth can take 3 legendary actions, choosing from the options
50 hit points. It is immune to bludgeoning, piercing, and slashing below. Only one legendary action can be used at a time and only at
damage from nonmagical attacks, fire, poison, and psychic damage, the end of another creature’s turn. Klauth regains spent legendary
and all conditions. If it is forced to make a saving throw, treat all its actions at the start of his turn.
ability scores as 10 (+0). Detect. Klauth makes a Wisdom (Perception) check.
Dual Wand Wielder. If Klauth is carrying two wands, he can use Tail Attack. Klauth makes a tail attack.
an action to expend 1 charge from each wand, triggering the Wing Attack (Costs 2 Actions). Klauth beats his wings. Each
effects of both wands simultaneously. creature within 15 ft. of Klauth must succeed on a DC 25
Dexterity saving throw or take 17 (2d6 + 10) bludgeoning
Innate Spellcasting. Klauth’s spellcasting ability is Charisma (spell damage and be knocked prone. Klauth can then fly up to half his
save DC 22). He can innately cast the following spells, requiring no flying speed.
material components.
Mythic Actions
1/day each: banishment, etherealness, find the path, locate object, If Klauth is a Mythic encounter, he can choose from the options
prismatic spray, suggestion below as additional legendary actions once he has triggered his
Legendary Resistance (3/Day). If Klauth fails a saving throw, he Contingency Consume trait.
can choose to succeed instead. Scorch Earth. Klauth flies up to his flying speed while taking his
Spellcasting. Klauth is a 14th-level spellcaster. His spellcasting Fire Breath action. Instead of a cone, the breath’s area consists
ability is Intelligence (spell save DC 20, +12 to hit with spell of one 30-foot cube for every 20 feet he travels, which Klauth
attacks). He has the following wizard spells prepared: can arrange as he wishes. Each cube must have only one face
adjacent to the face of another cube, and Klauth must fly in the
Cantrips (at will): mage hand, mending, minor
same path as the cubes.
illusion, prestidigitation
Imbue Wands. Klauth expends a spell slot, granting a wand he is
1st level (4 slots): comprehend languages, detect magic,
carrying a number of charges equal to the slot level. If Klauth
expeditious retreat, identify
is holding two wands, he can choose to divide the charges
2nd level (3 slots): darkness, detect thoughts, Melf’s acid arrow
between both wands in any way he chooses (for example, if he
3rd level (3 slots): clairvoyance, haste, nondetection*
expends a 3rd level slot, he can grant one wand 1 charge and the
4th level (3 slots): greater invisibility, polymorph (self
other wand 2 charges).
only), stoneskin
Consume Egg (Costs 3 Actions). Klauth moves up to twice
5th level (2 slots): Bigby’s hand, cloudkill, scrying
his speed towards an intact egg in his clutch and consumes
6th level (1 slot): disintegrate, mass suggestion
it. Klauth regains 30 (2d20 + 9) hit points, and his Fire Breath
7th level (1 slot): mirage arcane*
action recharges.
* Klauth casts these spells on himself before combat. Mirage arcane
is used to hide Klauth’s egg clutches when using his Contingency
Consume trait.

58
KLAUTH
Maelestor Rex’s Lair
The halls of Dragonspear castle hold many threats to
any would-be heroes who delve its depths for fame or
fortune. The terror known as Maelestor Rex has a lair
somewhere below the castle, just past the roaring deep.
An underground river allows Rex to easily slip into and
out of the region.
Lair Actions. On initiative count 20 (losing initiative
ties), Maelestor takes a lair action to cause one of the
following effects; he can’t use the same effect two
rounds in a row:
• All ground within 90 feet of Maelestor softens,
becoming difficult terrain for all creatures. At the
start of its turn, a creature must succeed on a DC 15
Strength (Athletics) check or its speed becomes 0.
• With a great flap of his wings, wind pours through
his lair. All nonmagical sources of light go out. All
creatures must make a DC 15 Strength saving throw
or be knocked prone.
Maelestor Rex • Magical darkness spreads from a point Maelestor
Black dragons are instinctually capricious, being chooses within 60 feet of it, filling a 15-foot-radius
driven and fueled by their powerful draconic abilities. sphere until Maelestor dismisses it as an action, uses
Maelestor is a rare specimen of black dragon: he this lair action again, or dies. The darkness spreads
possesses an exceptional intellect which rivals that of around corners. A creature with darkvision can’t see
the smartest wizards in the realm. through this darkness, and nonmagical light can’t
In his past, Maelestor made one major misstep: illuminate it. If any of the effect’s area overlaps with
making a deal with a devil named Vesarius. Realizing an area of light created by a spell of 2nd level or lower,
his mortal soul was in danger, Maelestor Rex convinced the spell that created the light is dispelled.
a group of heroes to rid him of the fiendish influence Regional Effects. The region containing Maelestor’s
that gripped his heart. Still, the temptation of adding lair is warped by his magic, which creates one or more
the devil’s power to his own always sits at the back of the following effects:
of his mind.
• The land within 6 miles of the lair takes twice as long
Ideal. “Many make mistakes. The most intelligent learn as normal to traverse, as the plants grow thick and
enough from their mistakes to not make them twice.” twisted and the swamps run thick with reeking mud.
Bond. “I wish to rid myself, once and for all, of • Fog lightly obscures the land within 6 miles of the lair.
Vesarius’ influence.” • Fiendish effluvia hangs from plant life within 6
Flaw. “If push comes to shove, I’ll sign another devil’s miles of the lair. Every tenday, small bands of abyssal
contract for the power I need right now.” chickens escape from the region, moving outwards.
For DMs wanting to know more about Maelestor Rex, If Maelestor dies, vegetation remains as it has grown
he is featured in the 2nd edition Advanced Dungeons & and abyssal chickens continue to roam (but not spawn),
Dragons adventure Hordes of Dragonspear. but other effects fade over 1d10 days.
59
MAELESTOR REX
Maelestor Rex Maelestor as a Mythic Encounter
Gargantuan dragon, chaotic evil Maelestor Rex is a powerful encounter on his own,
but if the adventurers want a true challenge fit for the

Armor Class 22 (natural armor) gods, you can use his Infernal Empowerment. Using this
Hit Points 367 (21d20 + 147) trait marks a drastic turn in the encounter as Maelstor
Speed 40 ft., fly 80 ft., swim 40 ft. taps into an infernal pact, binding his soul to that of the

STR DEX CON INT WIS CHA
horned devil Vesarius. Once Maelestor Rex has used
27 (+8) 14 (+2) 25 (+7) 30 (+10) 15 (+2) 19 (+4) this trait, he can choose one of his mythic actions when
he uses a legendary action.

Saving Throws Dex +9, Con +14, Wis +9, Cha +11 Read or paraphrase the following text when Maelestor
Skills Perception +16, Religion +16, Stealth +9 Rex uses his Infernal Empowerment trait:
Damage Immunities acid
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 26 Maelestor’s body is ravaged, thick scales cut from his
Languages Common, Draconic, Infernal body and the smell of burning refuse thick in the air
Challenge 23 (50,000 XP) from magical wounds. A pained look in the creature’s
— eyes flashes once, green light shimmering over the
Amphibious. Maelestor can breathe air and water.
large orbs surveying the destruction all around him. As
Legendary Resistance (3/Day). If Maelestor fails a saving though speaking to some unseen creature, Rex cries out:
throw, he can choose to succeed instead.
“Fine. Do it. Aid me, and my power is yours!” Whatever
Infernal Empowerment (Mythic; Recharges after a Short or force he’s speaking with begins to laugh with invisible
Long Rest). If Maelestor is reduced to 0 hit points, he is reduced lips. Suddenly, all the wounds on Rex’s body begin to
to 1 hit point instead as he undergoes an infernal transformation,
stitch themselves—not closing, but overgrowing with
granting him incredible power through a devil’s pact. He gains
367 temporary hit points and gains advantage on saving throws cancerous scales. The dragon’s horn begins to curl, with
against spells and other magical effects, and the number of new smaller horns growing asymmetrically around his
legendary actions he can take in one turn is six. brow. Severed appendages regrow with a more fiendish
Spellcasting. Maelestor is an 18th-level spellcaster. His appearance. Like some sort of dragon-devil spat out by
spellcasting ability is Intelligence (spell save DC 23, +17 to hit hell, Maelestor seems bent on your utter destruction.
with spell attacks). He has the following wizard spells prepared:
Cantrips (at will): light, shocking grasp Rewards
1st level (4 slots): absorb elements, shield Fighting Maelestor Rex as a mythic encounter is
2nd level (3 slots): invisibility, web equivalent to fighting two CR 23 creatures in one
3rd level (3 slots): counterspell, dispel magic encounter. Award a party 100,000 XP for defeating
4th level (3 slots): arcane eye, polymorph Maelestor Rex after he uses his Infernal Empowerment.
5th level (3 slots): contact other plane, wall of force You can also reward them with the heart of the ancient
6th level (1 slot): globe of invulnerability, mass suggestion black, dragonspear, or the spell Maelestor’s plant growth in
7th level (1 slot): forcecage, power word pain XGE
addition to anything his hoard might contain.
8th level (1 slot): dominate monster, illusory dragon XGE
9th level (1 slot): true polymorph

Actions
Multiattack. Maelestor can use his Frightful Presence. He then
makes three attacks: one with his bite and two with his claws.
Legendary Actions
Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target.
Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) acid damage. Maelestor can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used at
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. a time and only at the end of another creature’s turn. Maelestor
Hit: 15 (2d6 + 8) slashing damage. regains spent legendary actions at the start of his turn.
Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Detect. Maelestor makes a Wisdom (Perception) check.
Hit: 17 (2d8 + 8) bludgeoning damage. Tail Attack. Maelestor makes a tail attack.
Frightful Presence. Each creature of Maelestor’s choice that Wing Attack (Costs 2 Actions). Maelestor beats his wings.
is within 120 feet of Maelestor and aware of him must succeed Each creature within 15 feet of Maelestor must succeed
on a DC 23 Wisdom saving throw or become frightened for 1 on a DC 23 Dexterity saving throw or take 15 (2d6 + 8)
minute. A creature can repeat the saving throw at the end of bludgeoning damage and be knocked prone. Maelestor can
each of his turns, ending the effect on himself on a success. If then fly up to half his flying speed.
a creature’s saving throw is successful or the effect ends for it, Mythic Actions
the creature is immune to Maelestor’s Frightful Presence for the If Maelestor is a Mythic encounter, he can choose from the
next 24 hours. options below as additional legendary actions as long as he has
Acid Breath (Recharge 5–6). Maelestor exhales acid in a temporary hit points from Infernal Empowerment.
90-foot line that is 10 feet wide. Each creature in that line Pounce. Maelestor can attempt to initiate a grapple.
must make a DC 23 Dexterity saving throw, taking 67 (15d8) Unleash Arcane (Costs 2 Actions). Maelestor casts a spell.
acid damage on a failed save, or half as much damage on a Gate (Costs 3 Actions). Maelestor summons a barbed devil.
successful one.

60
MAELESTOR REX
Miirym
In life, Miirym was a silver dragon with a carefree
spirit. She would make friendly assaults on travellers
around Candlekeep, calling them names for being more
interested in literature than the world around them. A
powerful mage named Torth from Candlekeep put an
end to this by binding Miirym to the tomes of the library
as their guardian for twenty years. Unfortunately, he
soon died, and his spells proved so powerful that her
soul was rooted to Candlekeep in perpetuity.
As a spectral dragon, Miirym can only manifest as a
pair of ghostly dragon jaws.
Miirym is in possession of nine magic items called
Miirym’s glass guardians. When expended, she uses her
Steve Fidler (base lineart by Pavlo)

downtime to craft new ones.


Ideal. “One day I will feel the wind, smell the grass,
and see the sky not through a spell but with
my own body.”
Bond. “I wish to visit the surface once more, in
corporeal form. Afterwards, I would be happy to leave For DMs wanting to know more about Miirym, she is
the mortal world.” featured in Dragon 246 in an article titled “Wyrms of the
Flaw. “Death has only stoked my rage to North: Miirym” by Ed Greenwood.
greater heights.”

61
MIIRYM
Miirym’s Lair Regional Effects. The region around her Candlekeep
lair is warped by Miirym’s magic, which creates one or
Most silver dragons dwell among the clouds, making more of the following effects:
their lairs on secluded cold mountain peaks. Miirym, on
the other hand, has been bound into the lowest levels • Once per day, Miirym can alter the weather in a
of Candlekeep. Her lair is deep within the complex 6-mile radius centered on her lair. She doesn’t need
labyrinth below. The monks bring her many books to to be outdoors; otherwise the effect is identical to the
read to aid in the passing of time, and many of them control weather spell.
bring her news of the world above. At the center of her • Books and scrolls stolen from Candlekeep are
lair are the remains of Torth: the anchor of her soul. teleported immediately to Miirym’s lair if taken
Lair Actions. On initiative count 20 (losing initiative further than a quarter-mile away from Candlekeep.
ties), Miirym takes a lair action to cause one of the • Books and scrolls cannot burn within a quarter-mile
following effects: of Candlekeep without Miirym allowing it to happen.
Should a book or scroll touch non-magical flames, the
• Miirym creates fog as if she had cast the fog cloud fire is extinguished. Magical flames continue to burn,
spell. The fog lasts until initiative count 20 on the but do not damage the book or scroll.
next round.
• A blisteringly cold wind blows through the lair near
Miirym. Each creature within 120 feet of her must Miirym as a Mythic Encounter
succeed on a DC 15 Constitution saving throw or Miirym is a powerful encounter on her own, but if the
take 5 (1d10) cold damage. Gases and vapors are adventurers want a true challenge fit for the gods, you
dispersed by the wind, and unprotected flames are can use her Sentinel Specter. Using this trait marks
a drastic turn in the encounter as Miirym is enraged,
extinguished. Protected flames, such as lanterns, have
manifesting a physical body for herself. Once Miirym
a 50 percent chance of being extinguished. has used this trait, she can choose one of her mythic
• Books near Miirym glow, levitating as though held

Bob Greyvenstein
actions when she uses a legendary action.
with unseen hands. Pages turn until they reach spells Read or paraphrase the following text when Miirym
requested by the dragon telepathically. Miirym casts a uses her Sentinel Specter trait:
single spell from any spell list, using a spell slot from
The ghostly jaws of the dragon disappear for a moment,
her Spellcasting feature.
just long enough for your mind to wonder if she is truly
defeated. Then, the room seems to illuminate with an
unseen silver light. The harshness of it hurts your eyes,
as silver energy coalesses into a vaguely draconic form.
Suddenly, books and scrolls begin hurling themselves
from all around her lair, sticking to where the energy
shimmers midair. As the final few tomes fit into place,
the jaws return, and the unleashed power of the
Sentinel Wyrm of Candlekeep is awe inspiring.

Rewards
Fighting Miirym as a mythic encounter is equivalent to
fighting two CR 23 creatures in one encounter. Award
a party 100,000 XP for defeating Miirym after she uses
her Sentinel Specter. You can also reward them with
the heart of the ancient silver, any Miirym’s glass guardians
that remain, and the spell breathball/breathdoom in
addition to any other treasures in her hoard.

62
MIIRYM
Miiyrm Actions
Gargantuan undead (dragon), lawful good Multiattack. Miirym can use her Frightful Presence. She then
makes three attacks with her bite. If Miirym possesses temporary

Armor Class 22 (natural armor) hit points from Sentinel Specter, she can replace any bite attack
Hit Points 487 (25d20 + 225) with a claw or tail attack from her mythic actions and then makes
Speed 40 ft., fly 80 ft. (hover) one additional bite attack.

STR DEX CON INT WIS CHA Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit:
30 (+10) 10 (+0) 29 (+9) 28 (+9) 15 (+2) 23 (+6) 21 (2d10 + 10) piercing damage.

Saving Throws Dex +7, Con +16, Int +16, Cha +13 Frightful Presence. Each creature of the Miirym’s choice that
Skills Arcana +16, History +16, Nature +16, Perception +16, is within 120 feet of her and aware of her must succeed on a
Religion +16, Stealth +7 DC 21 Wisdom saving throw or become frightened for 1 minute.
Damage Resistances acid, fire, lightning, thunder; bludgeoning, Additionally, creatures who fail this saving throw by 5 or more age
piercing, and slashing from nonmagical attacks 1d4 x 10 years. A creature can repeat the saving throw at the end
Damage Immunities cold, necrotic, poison of each of its turns, ending the frightened condition on itself on a
Condition Immunities charmed, exhausted, frightened, grappled, success. If a creature’s saving throw is successful or the effect ends
paralyzed, petrified, poisoned, prone, restrained for it, the creature is immune to the Miirym’s Frightful Presence
Senses truesight 120 ft., passive Perception 26 for the next 24 hours.
Languages all Breath Weapons (Recharge 5–6). Miirym uses one of the
Challenge 23 (50,000 XP) following breath weapons.
— Elemental Breath. Miirym exhales a chaotic blast in a 90-
Legendary Resistance (3/Day). If Miirym fails a saving throw, she
foot cone. Each creature in that area must make a DC 24
can choose to succeed instead.
Constitution saving throw, taking 67 (15d8) damage on a failed
No True Death. Miirym cannot be destroyed as long as the spells save, or half as much damage on a successful one. This damage
Torth cast remain. The center of her lair is his coffin, but the can be acid, cold, fire, lightning, or thunder (Miirym’s choice).
denizens of Candlekeep and the Sword Coast have already tried to Paralyzing Breath. Miirym exhales paralyzing gas in a 90-foot
aid Miirym and failed. If the spells are not broken within 1 hour of cone. Each creature in that area must succeed on a DC 24
Miirym being reduced to 0 hit points, she reappears in her lair with Constitution saving throw or be paralyzed for 1 minute. A
1 hit point. creature can repeat the saving throw at the end of each of its
Sentinel Specter (Mythic; Recharges after a Short or Long turns, ending the effect on itself on a success.
Rest). If Miirym is reduced to 0 hit points, she is reduced to 1 hit Legendary Actions
point instead as Miirym manifests her physical form by collecting Miirym can take 3 legendary actions, choosing from the options
nearby tomes of knowledge. She gains 487 temporary hit points below. Only one legendary action option can be used at a time and
and manifests a physical body made of books and scrolls. only at the end of another creature’s turn. Miirym regains spent
Spellcasting: Miirym is a 20th-level spellcaster. Her spellcasting legendary actions at the start of her turn.
ability is Intelligence (spell save DC 24, +16 to hit with spell Cast spell. Miirym casts one of her spells.
attacks). She requires no components to cast her spells. Miirym Recharge. Miirym attempts to recharge her breath weapon.
has the following wizard spells prepared: Dimension Door. Miirym can cast the dimension door spell
Cantrips (at will): mage hand, minor illusion, prestidigitation without using a spell slot.
1st Level (4 slots): detect magic, identify, shield Mythic Actions
2nd Level (3 slots): darkness, locate object, suggestion
If Miirym is a Mythic encounter, she can choose from the options
3rd Level (3 slots): dispel magic, remove curse, tongues
below as additional legendary actions while she possesses
4th Level (3 slots): banishment, charm monster, greater invisibility
temporary hit points from her Sentinel Specter trait.
5th Level (3 slots): breathball/breathdoom, planar binding, scrying
6th Level (1 slot): guards and wards*, programmed illusion Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target.
7th Level (1 slot): forcecage Hit: 17 (2d6 + 10) slashing damage.
8th Level (1 slot): illusory dragon XGE Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit:
9th Level (1 slot): weird 19 (2d8 + 10) bludgeoning damage.
Absorb Knowledge (Costs 2 Actions). Books making up the
* Miirym casts guards and wards on her lair before combat
body of Miirym begin flipping their pages which turn blank.
Miirym regains 1 spell slot of each level that she possesses slots
for, up to their maximum number of slots.

63
MIIRYM
Moloch
Moloch is a giant red skinned devil with a crown of
horns ringing his head. Two large curving horns flank
the back of his skull. His goat-like legs each end in a
pair of thick crescent spikes. The devil drags a multi-
thronged whip that crackles with lightning arcs.
Ideal. “There are only two sorts in life: those who are
exploited and those who exploit.”
Bond. “I will regain my power, and eventually my
rightful title as an Archduke of the Hells.”
Flaw. “My scheming often undercuts my own efforts.”

For DMs wanting to know more about Moloch, one of his


temples has recently been featured in Infernal Machine
Rebuild on the DMsGuild.

Moloch’s Lair
The former Archduke of the Hells has had many lairs
in the past. These lairs are temples where his followers
congregate; however, it is not a lair until Moloch has
spent time dwelling within it. His temples are often
Moloch as a Mythic Encounter
filled with statues carved into his visage. Moloch is a powerful encounter on his own, but if the
adventurers want a true challenge fit for the gods,
Lair Actions. On initiative count 20 (losing initiative
you can use his Petrification Curse trait. Using this
ties), Moloch takes a lair action to cause one of the trait marks a drastic turn in the encounter as Moloch
following effects; he can’t use the same effect two becomes a statue. Once Moloch has used this trait, he
rounds in a row: can choose from one of his mythic actions when he uses
• Moloch teleports to any artwork that depicts his a legendary action.
Read or paraphrase the following text when Moloch
visage within his lair.
uses his Petrification Curse trait:
• Moloch summons 2d4 cultists to him or to any room
that possesses artwork of Moloch. Even with the rain of blows being brought down upon
• Moloch forces a creature he can see within 120 feet Moloch, the devil’s body still seems to be regenerating.
of him to succeed on a DC 23 Constitution saving However, something about the process is amiss: instead
throw or become a lemure until the next time Moloch of healing, his wounds are scabbing over with a thick
uses a lair action. While transformed as a lemure, the stone-like material. As more and more attacks find
creature retains its own hit points. purchase in his tough skin, the creature now looks
more akin to a statue. The stonework accelerates,
Regional Effects. The region containing Moloch’s lair covering the fiend completely. Two rubies appear and
is warped by the devil’s magic, which creates one or are locked into place where his eyes once were. The
more of the following effects: telepathic curses from within the statue certainly give
• Creatures who rest within 1 mile of Moloch’s lair the impression that Moloch is nowhere near finished
gain the following flaw, which can be removed by the fighting even in this form.
greater restoration or wish spell, or when Moloch is
defeated: “You believe that creatures who aid you only Rewards
Jacob Blackmon

do so to exploit you.” Fighting Moloch as a mythic encounter is equivalent to


• Artists within 6 miles of Moloch’s lair become fighting two CR 21 creatures in one encounter. Award
a party 66,000 XP for defeating Moloch after he uses
obsessed with depicting Moloch in their artwork.
Petrification Curse. You can also reward them with
• Lawful evil creatures within 6 miles of Moloch’s lair
the statuette of Moloch or infernal armor of Moloch, in
begin to gather and organize for war. addition to any other treasures he may covet.
64
MOLOCH
Moloch Actions
Large fiend (devil), lawful evil Multiattack. Moloch makes three attacks: one with his bite, one
with his claw, and one with his whip.

Armor Class 19 (natural armor)
Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit:
Hit Points 253 (22d10 + 132)
26 (4d8 + 8) piercing damage.
Speed 30 ft.
— Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target.
STR DEX CON INT WIS CHA Hit: 17 (2d8 + 8) slashing damage.
26 (+8) 19 (+4) 22 (+6) 21 (+5) 18 (+4) 23 (+6)
Many-Tailed Whip. Melee Weapon Attack: +15 to hit, reach 30

Saving Throws Dex +11, Con +13, Wis +11, Cha +13 ft., one target. Hit: 13 (2d4 + 8) slashing damage plus 11 (2d10)
Skills Deception +13, Intimidation +13, Perception +11 lightning damage. If the target is a creature, it must succeed on a
Damage Resistances cold; bludgeoning, piercing, and slashing DC 24 Strength saving throw or be pulled up to 30 feet in a straight
from nonmagical attacks that aren’t silvered line toward Moloch.
Damage Immunities fire, poison
Breath of Despair (Recharge 5-6). Moloch exhales in a 30-foot
Condition Immunities charmed, exhaustion, frightened, poisoned
cube. Each creature in that area must succeed on a DC 21 Wisdom
Senses darkvision 120 ft., passive Perception 21
saving throw or take 27 (5d10) psychic damage, drop whatever it
Languages all, telepathy 120 ft.
is holding, and become frightened for 1 minute. While frightened
Challenge 21 (33,000 XP)
in this way, a creature must take the Dash action and move away

Innate Spellcasting. Moloch’s innate spellcasting ability is
from Moloch by the safest available route on each of its turns,
unless there is nowhere to move, in which case it needn’t take
Charisma (spell save DC 21). He can innately cast the following
the Dash action. If the creature ends its turn in a location where it
spells, requiring no material components:
doesn’t have line of sight to Moloch, the creature can repeat the
At will: alter self (can become Medium when changing his saving throw. On a success, the effect ends.
appearance), animate dead, burning hands (7th-level),
Teleport. Moloch magically teleports, along with any equipment
confusion, detect magic, fly, geas, major image, stinking cloud,
he is wearing and carrying, up to 120 feet to an unoccupied space
suggestion, wall of fire
he can see.
1/day each: flame strike, symbol (stunning only)
Legendary Resistance (3/Day). If Moloch fails a saving throw, he Legendary Actions
can choose to succeed instead. Moloch can take 3 legendary actions, choosing from the options
Magic Resistance. Moloch has advantage on saving throws against below. Only one legendary action option can be used at a time and
spells and other magical effects. only at the end of another creature’s turn. Moloch regains spent
legendary actions at the start of his turn.
Magic Weapons. Moloch’s weapon attacks are magical.
Stinking Cloud. Moloch casts stinking cloud.
Regeneration. Moloch regains 20 hit points at the start of his turn Teleport. Moloch uses his Teleport action.
if he doesn’t possess temporary hit points from his Petrification Whip. Moloch makes one attack with his whip.
Curse trait. If he takes radiant damage, this trait doesn’t function at
the start of his next turn. Moloch dies only if he starts his turn with Mythic Actions
0 hit points and doesn’t regenerate. If Moloch is a Mythic encounter, he can choose from the options
below as additional legendary actions while he possesses
Petrification Curse (Mythic; Recharges after a Short or Long
temporary hit points from his Petrification Curse feature.
Rest). If Moloch is reduced to 0 hit points, he is reduced to 1 hit
point instead as stone scabs over his entire body, turning Moloch Lightning. Moloch stone mouth opens, casting scorching ray
into a statue. He immediately gains 253 temporary hit points. As at 7th level. However, each ray created by this spell deals 2d6
long he possesses temporary hit points from this trait, Moloch lightning damage instead of fire.
gains immunity to bludgeoning, piercing, and slashing damage from Eye Rays. Moloch’s ruby eyes charge with a magical energy,
nonmagical attacks, and resistance to magical ones. casting finger of death.
While in statue form, his speed becomes 0, he loses the ability to Despair. Moloch tries to recharge his Breath of Despair trait. If
use his Multiattack, Bite, Claw, and Many-Tailed Whip actions, and he fails, a thin stream of cloud emanates from the mouth of
he cannot teleport or be teleported by any means (even using his the statue instead, affecting a single target within 30 feet that
lair action). He can use a mythic action in the place of an action Moloch can see.
while in the form of a statue.

65
MOLOCH
66
MOTHER
Dante Ezio Cifaldi
Mother Regional Effects. The region containing Mother’s
lair is warped by the exposed primordial magic latent
The tarrasque is a primordial being, intrinsically within the depths of Abeir, which creates one or more of
connected to the Prime Material Plane. One could even the following effects:
go so far as to say the tarrasque is a manifestation of its
will, a tool that it can call upon in times of great need • The air within 6 miles of the lair becomes heavy and
to quash threats and restore balance. All the same, it is thick, preventing any sort of flying movement, magical
a living, breathing creature. Old tomes dating back to or otherwise.
the Days of Thunder, discovered amongst the ruins of • Wild magic surges occur often within 1 mile of the
a recently excavated Jotunbrud Tribe settlement, have lair. Whenever a creature attempts to cast a spell, they
unearthed a disturbing revelation: a progenitor of the must roll a d20. On a result of 5 or less, they must
tarrasque once walked the surface of Abeir-Toril. roll on the Wild Magic table found in the “Sorcerer”
As a force of nature, Mother has no ideals, bonds, or section of Chapter 3 of the Player’s Handbook.
flaws. Its nature is either beyond comprehension, or as • Water refuses to flow into the lair from outside its
simple and singularly focused as “destruction.” borders. Water created within the lair is treated
as normal, but oceans and rivers seem to meet an
invisible barrier within 1 mile.
Mother’s Lair
The progenitor tarrasque is buried deep within the
surface of Abeir. The Spellplague and subsequent Mother as a Mythic Encounter
Second Sundering transposed lands of Abeir onto
A tarrasque is a powerful encounter on its own, but if
the surface of Toril and vice versa. Those lands that the adventures want a true challenge fit for the gods,
were shattered, like the one over Mulhorand, left you can use Mother’s Birthing Carapace. Using this trait
unreconciled chasms and rifts that scar the surface of marks a drastic turn in the encounter as Mother releases
Abeir. One such rift has exposed Mother, obscuring its a clutch of infantile tarrasques, flooding the realm with
form with earthmotes held in place by a primordial would-be natural disasters. Once Mother uses this trait,
magic innate to Abeir’s core. it can choose from one of its mythic actions when it
Lair Actions. On initiative count 20 (losing initiative uses a legendary action.
ties), Mother takes a lair action to cause one of the Read or paraphrase the following text when Mother
following effects; it can’t use the same effect two uses its Birthing Carapace trait:
rounds in a row: Blow after blow rends the once-thought indestructible
carapace of the progenitor tarrasque asunder. Pieces
• Two large earth motes are suddenly pulled together,
fall to the ground with a thunderous boom, revealing
crushing them into one another and raining large
your monumental mistake. Among the remaining
boulders of earth down on an area. Creatures within
fragments are hundreds, if not thousands, of translucent
60 feet of a point directly below the crushed earth
and glowing blue eggs. From your vantage point, you
motes must make a DC 22 Dexterity saving throw,
can just see the first burst in a violent spray, exposing
taking 20d6 bludgeoning damage on a failed save, and
a relatively small but equally fearsome infantile
half as much damage on a successful one.
tarrasque. The booming pop that came with the first
• The primal magic coursing between the earth motes
egg rupturing can be heard again, and again, and
distorts gravity. Each creature within 120 feet of an
suddenly a cacophony of bursts fill the air around you,
earth mote is drawn to it, as if its gravity becomes
drowning out any and all other noise.
greater than that of the planet. This lasts until Mother
uses another lair action. Even as Mother lays seemingly lifeless and still, you and
• 1d4 + 1 chunks of earth, 5 feet on each side, are pulled the realms are no safer than you were moments ago.
from the ground in spots Mother can see within
120 feet of her, leaving holes behind. Any creature Rewards
standing on one of these spots is thrown into the Fighting Mother as a mythic encounter is equivalent to
nearest unoccupied space, and must succeed on a fighting two CR 30 creatures in one encounter. Award
DC 22 Dexterity saving throw or land prone. These a party 310,000 XP for defeating Mother after it uses
Birthing Carapace. You can also reward them with the
earth motes float 30 feet above the place they were
tarrasque egg, and tarrasque plated armor, in addition to
pulled from.
any other rewards Mother might provide.

Abeir
Abeir is the sister planet of Toril. In the past of the Forgotten Realms, the Overgod Ao split Abeir-Toril into two separate
worlds, pushing Abeir into a pocket dimension but still occupying the same space as Toril. During the Second Sundering, the
two worlds briefly collided, leaving their irreparable mark on one another. Portals between Toril and Abeir could conceivably
exist, creating a plot point for adventuring parties who might one day encounter Mother.
67
MOTHER
Mother Tail. Melee Weapon Attack: +19 to hit, reach 20 ft., one target.
Hit: 24 (4d6 + 10) bludgeoning damage. If the target is a
Gargantuan monstrosity (titan), unaligned
creature, it must succeed on a DC 20 Strength saving throw or be
— knocked prone.
Armor Class 25 (natural armor)
Hit Points 676 (33d20 + 330) Frightful Presence. Each creature of Mother’s choice that is
Speed 40 ft. within 120 feet of it and aware of it must succeed on a DC 17
Wisdom saving throw or become frightened for 1 minute. A

STR DEX CON INT WIS CHA creature can repeat the saving throw at the end of each of its turns,
30 (+10) 11 (+0) 30 (+10) 3 (-4) 11 (+0) 11 (+0) with disadvantage if Mother is within line of sight, ending the effect
— on itself on a success. If a creature’s saving throw is successful or
Saving Throws Int +5, Wis +9, Cha +9
the effect ends for it, the creature is immune to Mother’s Frightful
Damage Immunities fire, poison; bludgeoning, piercing, and
Presence for the next 24 hours.
slashing from nonmagical attacks
Condition Immunities charmed, frightened, paralyzed, poisoned Swallow. Mother makes one bite attack against a Large or smaller
Senses blindsight 120 ft., passive Perception 10 creature it is grappling. If the attack hits, the target takes the bite’s
Languages — damage, the target is swallowed, and the grapple ends. While
Challenge 30 (155,000 XP) swallowed, the creature is blinded and restrained, it has total cover
against attacks and other effects outside Mother, and it takes 56

Legendary Resistance (3/Day). If Mother fails a saving throw, it (16d6) acid damage at the start of each of Mother’s turns.
can choose to succeed instead. If Mother takes 60 damage or more on a single turn from a
creature inside it, it must succeed on a DC 20 Constitution saving
Birthing Carapace (Mythic; Recharges after a Short or Long
throw at the end of that turn or regurgitate all swallowed creatures,
Rest). If Mother is reduced to 0 hit points, it does not die. Instead,
which fall prone in a space within 10 feet of Mother. If Mother dies,
its carapace breaks into multiple fragments and reveals a clutch
a swallowed creature is no longer restrained by it and can escape
of tarrasque eggs. Mother gains 676 temporary hit points, and is
from the corpse by using 30 feet of movement, exiting prone.
unconscious. While unconscious in this way, Mother can still take
Legendary Actions but can’t regain hit points.
Legendary Actions
Magic Resistance. Mother has advantage on saving throws against Mother can take 3 legendary actions, choosing from the options
spells and other magical effects. below. Only one legendary action option can be used at a time and
Reflective Carapace. Any time Mother is targeted by a magic only at the end of another creature’s turn. Mother regains spent
missile spell, a line spell, or a spell that requires a ranged attack legendary actions at the start of its turn.
roll, roll a d6. On a 1 to 5, Mother is unaffected. On a 6, Mother is Attack. Mother makes one claw attack or tail attack.
unaffected, and the effect is reflected back at the caster as though Move. Mother moves up to half its speed.
it originated from Mother, turning the caster into the target. Chomp (Costs 2 Actions). Mother makes one bite attack or uses
Siege Monster. Mother deals double damage to objects its Swallow.
and structures. Mythic Actions
If Mother is a Mythic encounter, it can choose from the options
Actions below as additional legendary actions as long as it has the
Multiattack. Mother can use its Frightful Presence. It then makes temporary hit points from Birthing Carapace trait.
five attacks: one with its bite, two with its claws, one with its horns,
and one with its tail. It can use its Swallow instead of its bite. Spawn Child. One of the eggs on Mother’s back hatches
immediately, spawning a tarrasque child (use the stats for a
Bite. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. tarrasque with the following changes: it has an AC of 20 and 150
Hit: 36 (4d12 + 10) piercing damage. If the target is a creature, it hit points, loses the Multiattack and Frightful Presence actions,
is grappled (escape DC 20). Until this grapple ends, the target is and cannot take Legendary Actions.) Once Mother uses this
restrained, and Mother can’t bite another target. Mythic action, it can’t do so again until the child has been slain.
Claw. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Death Wail (Costs 3 Actions; Recharge 6). Mother emits
Hit: 28 (4d8 + 10) slashing damage. a sound that shakes the very foundation of the planet. All
creatures within 1 mile of Mother that can hear are deafened for
Horns. Melee Weapon Attack: +19 to hit, reach 10 ft., one target.
1 hour and stunned until the start of their next turn. All other
Hit: 32 (4d10 + 10) piercing damage.
creatures on the planet can hear or feel the effects of this wail.

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MOTHER
Orcus
Orcus is a corpulent beast of corruption, with the lower For DMs wanting to know more about Orcus, the prince
torso of a goat and the upper body of a swollen rotting of undeath has been prolific:
humanoid. His head looks like a goat’s skull and his
great leathery wings resemble those of a balor. His long In 2nd edition: The Mines of Bloodstone, The Throne of
sweeping tail is often kept curled nearby so that it can Bloodstone, The Bloodstone Lands, Demihuman Deities, On
Hallowed Grounds, and Dead Gods.
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be quickly used against foes as an attack.


Ideal. “The living are like gnats on the bloated death of In 3rd edition: Libris Mortis, Ghostwalk, Fiendish Codex I:
my perfect universe.” Hordes of the Abyss, and The Book of Vile Darkness.
Bond. “I will crush every last living creature under
my hoof, grind the life out of it, and make it obey my A few magazines have also featured Orcus: Dragon 364
commands onto eternity.” “The Ashen Covenant”, Dungeon #89 “Headless”, and
Flaw. “My mood swings wildly, unpredictably.” Dungeon 150 “Prince of Demons”.

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ORCUS
Orcus’s Lair Orcus as a Mythic Encounter
While his fortress in the Abyss is home, Orcus can create Orcus is a powerful encounter on his own, but if the
a lair whenever he needs. This process takes some time, adventurers want a true challenge fit for the gods,
but by resting for a few days, the terrain around Orcus you can use his Blessing of Thanatos trait. Using this
twists and shapes itself to his needs. Undead are drawn trait marks a drastic turn in the encounter as Orcus is
to the lair, plants wither and die, and creatures that feed wrapped in the embrace of the Abyss. Once Orcus has
this blessing, he can choose one of his mythic actions
on carrion become more visible.
when he uses a legendary action.
Lair Actions. On initiative count 20 (losing initiative Read or paraphrase the following text when Orcus uses
ties), Orcus can take a lair action to cause one of the his Blessing of Thanatos trait:
following effects; he can’t use the same effect two
rounds in a row: The Lord of Death rarely speaks, and he does, his voice
is like a low grinding of bones and gnashing of wet

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• Orcus’s voice booms throughout the lair. His utterance meat. “Fools. You think you can end that which already
causes one creature of his choice to be subjected has mastered death? Fine then, allow me to show you
to power word kill. Creatures can attempt a DC 23 my true power!”
Constitution saving throw to avoid being affected by
With that, tears open in reality all around Orcus. His
the spell. Orcus needn’t see the creature, but he must
body becomes a black silhouette as nothingness wraps
be aware that the individual is in the lair.
around him. In this dark form, only his eyes can be seen,
• Orcus causes up to six corpses within the lair to rise
which rage with a burning purple flame. He shifts his
as skeletons, zombies, or ghouls. These undead obey
weight and the darkness unravels, revealing multiple
his telepathic commands, which can reach anywhere
changes: runes inscribed along his flesh, his horns
in the lair.
larger and silvery, and a crown of purple flame floats
• Orcus causes skeletal arms to rise from an area on
above his head.
the ground in a 20-foot square that he can see. Each
creature in that area when the arms appear must This will not be easy.
succeed on a DC 23 Strength saving throw or be
restrained until the arms disappear or until Orcus Rewards
releases their grasp (no action required). These arms Fighting Orcus as a mythic encounter is equivalent to
last until the next initiative count 20. fighting two CR 26 creatures in one encounter. Award
a party 180,000 XP for defeating Orcus after he uses
Regional Effects. The region containing Orcus’s lair Blessing of Thanatos. You can also reward them with the
is warped by the Orcus’s magic, creating one or more of Orcusword, and the spell voice of the undead, in addition
the following effects: to any other rewards Orcus might provide.

• Dead beasts periodically animate as undead


mockeries of their former selves. Skeletal and
zombie versions of local wildlife are commonly seen
in the area.
• The air becomes filled with the stench of rotting flesh,
and buzzing flies grow thick within the region, even
when there is no carrion to be found.
• Creatures who rest within 1 mile of the lair must
succeed on a DC 23 Wisdom saving throw or gain the
following flaw, which can be removed by the greater
restoration or wish spell, or when Orcus is defeated:
“My friends say I’ve become moody. They can go stare
a medusa down for all I care.”

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ORCUS
Orcus the creatures created by the spells remain under his control
indefinitely. Additionally, he can cast create undead even when it
Huge fiend (demon), chaotic evil
isn’t night.

Armor Class 17 (natural armor), 20 (with the Wand of Orcus) Blessing of Thanatos (Mythic; Recharges after a Short or
Hit Points 405 (30d12 + 210) Long Rest). If Orcus is reduced to 0 hit points, he is reduced to
Speed 40 ft., fly 40 ft. 1 hit point instead as his Abyssal lair lends him additional power.
Orcus gains 405 temporary hit points and immediately ends all

STR DEX CON INT WIS CHA conditions currently affecting him. While he possesses these
27 (+8) 14 (+2) 25 (+7) 20 (+5) 20 (+5) 25 (+7) temporary hit points, any creature starting their turn within 60 feet
— of Orcus takes 10 (3d6) necrotic damage.
Saving Throws Dex +10, Con +15, Wis +13
Whenever any creature within 120 feet of Orcus takes necrotic
Skills Arcana +12
damage, he gains advantage on his next weapon attack.
Damage Resistances cold, fire, lightning
Damage Immunities necrotic, poison; bludgeoning, piercing, and
slashing damage from nonmagical attacks
Actions
Condition Immunities charmed, exhaustion, frightened, poisoned Multiattack. Orcus makes two Wand of Orcus attacks.
Senses truesight 120 ft., passive Perception 22 Wand of Orcus. Melee Weapon Attack: +19 to hit, reach 10 ft.,
Languages all, telepathy 120 ft. one target. Hit: 21 (3d8 + 8) bludgeoning damage plus 13 (2d12)
Challenge 26 (90,000 XP) necrotic damage.

Wand of Orcus. The wand has 7 charges, and any of its properties
Tail. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit:
21 (3d8 + 8) piercing damage plus 9 (2d8) poison damage.
that require a saving throw have a save DC of 18. While holding
it, Orcus can use an action to cast animate dead, blight, or speak Legendary Actions
with dead. Alternatively, he can expend 1 or more of the wand’s
charges to cast one of the following spells from it: circle of death Orcus can take 3 legendary actions, choosing from the options
(1 charge), finger of death (1 charge), or power word kill (2 below. Only one legendary action option can be used at a time
charges). The wand regains 1d4 + 3 charges daily at dawn. and only at the end of another creature’s turn. Orcus regains spent
While holding the wand, Orcus can use an action to conjure legendary actions at the start of his turn.
undead creatures whose combined average hit points don’t exceed Tail. Orcus makes one tail attack.
500. These undead magically rise up from the ground or otherwise A Taste of Undeath. Orcus casts chill touch (17th level).
form in unoccupied spaces within 300 feet of Orcus and obey his Creeping Death (Costs 2 Actions). Orcus chooses a point on
commands until they are destroyed or until he dismisses them as the ground that he can see within 100 feet of him. A cylinder of
an action. Once this property of the wand is used, the property swirling necrotic energy 60 feet tall and with a 10-foot radius
can’t be used again until the next dawn. rises from that point and lasts until the end of Orcus’s next turn.
Innate Spellcasting. Orcus’s spellcasting ability is Charisma (spell Creatures in that area are vulnerable to necrotic damage.
save DC 23, +15 to hit with spell attacks). He can innately cast the Mythic Actions
following spells, requiring no material components: If Orcus is a Mythic encounter, he can choose from the options
At will: chill touch (17th level), detect magic below as additional legendary actions while he has temporary hit
3/day each: create undead, dispel magic points remaining from his Blessing of Thanatos feature.
1/day: time stop Nausea. Orcus chooses a creature within 120 feet. The next time
Legendary Resistance (3/Day). If Orcus fails a saving throw, he that creature takes necrotic damage before the end of Orcus’s
can choose to succeed instead. next turn, it also become incapacitated.
Feed The Undead. Orcus makes one attack with the Wand
Magic Resistance. Orcus has advantage on saving throws against of Orcus. All undead within Orcus’s lair that he can see gain
spells and other magical effects. temporary hit points equal to the damage dealt.
Magic Weapons. Orcus’s weapon attacks are magical. Absorb Lifeforce. Orcus chooses a creature within 120 feet of
him. The next time the creature takes necrotic damage before
Master of Undeath. When Orcus casts animate dead or create
the end of Orcus’s next turn, he regains hit points equal to the
undead, he chooses the level at which the spell is cast, and
damage dealt.

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ORCUS
Orcus Minion Loadouts
The Wand of Orcus is capable of summoning great hordes of undead. Many DMs can be easily frustrated with the slew of
options available to them. Presented here are a few different loadouts that all fit easily within the 500 hp limit:
The Horde
The horde is a simple tactic: present as many minions as possible. Create as much space between Orcus and the
characters as possible. When using these minions, try to keep lines a little spaced out from each other to reduce the value
of spells with a big area of effect.
• 250 crawling claws (2 hit points each, 250 combined). Tiny creatures can squeeze four into a single space.
• 38 skeletons (13 hit points each, 494 combined). Excellent ranged attackers.
• 45 gnoll witherlings (11 hit points each, 495 combined). Nearly perfect melee attackers.
The Protector
Instead of going for quantity, go for quality. Try to create high quality, high hit point creatures. Specifically target creatures
with a high CR. Standouts include liches, dracoliches, and death tyrants.
• 2 adult blue dracolich (225 hit points each, 450 combined). Huge dragons are always worth it. A pair of them
are intimidating.
• 2 death knight (180 hit points each, 350 combined). Powerful melee combatants that are resistant to magic.
• 1 nightwalker (297 hit points). Huge undead with overwhelming auras. An excellent addition when mixing and matching.
• 4 skull lords (105 hit points each, 420 combined). Legendary actions, spellcasting, and low enough hit points to have
four! These kings are not meant to be messed with.
Can’t Touch Them
A series of incorporeal creatures, which are resistant to many types of damage. These minions are nearly untouchable.
Most also have a flight speed, making them excellent for aerial battles.
• 22 specter (22 hit points each, 484 combined). These are the weakest of the incorporeal undead. Their Life Drain and
Sunlight Sensitivity make them better for topping up the 500 hit points.
• 8 banshee (58 hit points each, 464 combined). Affecting an area makes the banshee powerful, but low CR could render
them useless.
• 12 allip (40 hit points each, 480 combined). Thanks to their low hit points and many resistances, the allip makes for the

Wizards of the Coast


perfect incorporeal minion.
A Little Bit of Everything
Why limit yourself to just one creature type? Try these combinations to enjoy the best of all worlds:
• 3 allip, 1 nightwalker, 7 gnoll witherlings (494 combined hit points). The nightwalker is the omnipresent threat, while the
allips use their flying speed and Incorporeal Nature to flank spellcasters. Gnoll witherlings lead the charge. Orcus can sit
back and watch the show!
• 1 adult blue dracolich, 1 death knight, 7 skeletons (496 combined hit points). The deathknight rides atop the dracolich,
engaging through flyby tactics, while the skeletons use ranged attacks to strike at foes from afar.
• 1 adult blue dracolich, 10 specters, 26 crawling claws (497 combined hit points). Crawling claws grapple and hold
creatures in place for the specters and dracolich to unleash their full capabilities on would-be heros.

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ORCUS
Palarandusk as a Mythic Encounter
Palarandusk is a powerful encounter on his own, but if
the adventurers want a true challenge fit for the gods,
you can use his Unseen Power trait. Using this trait
marks a drastic turn in the encounter as Palarandusk
summons power secreted away magically. Once
Palarandusk uses this trait, he can choose one of his
mythic actions when he uses a legendary action.
Read or paraphrase the following text when
Palarandusk uses his Unseen Power trait:

Palarandusk Fighting a dragon that can become invisible at will is


difficult enough, but when everything goes quiet and
Nestled between the peaks of Mount Sternhelm, Mount Palarandusk cannot be seen, things become much
Ardabad, and Mount Pheldaer is a small gnomish more tense. You’re unsure if you’re lucky, then, when
community. The region is known as Felrenden, infamous smokey clouds begin to form, creating a silhouette
for the unseen guardian that watches over the gnomes of a gold dragon, with two pinpoints of light where
and their lands. This protector is an ancient gold dragon the eyes should be. Palarandusk seems to be made of
who has seen both the rise and fall of Netheril, and now the ethereal plane. A voice emanates from within the
is content to collect as much magical knowledge as cloud: “I lament having to slay life, wherever it is found.
possible and take care of his gnomish wards. However, you pose too great a threat to those I protect.
Ideal. “The best lives are the ones spent protecting I promise, this will be a quick death.”
others, allowing them to live freely.”
Bond. “The gnomes of Felrenden are under my Rewards
protection, until I draw my last breath.” Fighting Palarandusk as a mythic encounter is equivalent
Wizards of the Coast

to fighting two CR 24 creatures in one encounter. Award


Flaw. “When my gnome friends are threatened, I panic
a party 124,000 XP for defeating Palarandusk after he
and that is when I make mistakes.”
uses Unseen Power. You can also reward them with the
heart of the ancient gold, and the spells whipstrike and
For DMs wanting to know more about Palarandusk, he is
featured in Dragon 252 in an article titled “Wyrms of the Palarandusk’s dweomer drain in addition to any other
North: Palarandusk” by Ed Greenwood. treasures that his hoards may hold.

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PALARANDUSK
Palarandusk’s Lair creature wins, it escapes the dream plane. Otherwise,
the effect ends on initiative count 20 on the next
Palarandusk has no one lair, instead choosing to round. When the effect ends, the creature reappears
stash treasure in multiple locations throughout the in the space it left or in the nearest unoccupied space
mountains. Instead, his intent is focused entirely on the if that one is occupied.
gnomish community he protects. Thus, Felrenden is
his true lair. Regional Effects. The region containing
Lair Actions. On initiative count 20 (losing initiative Palarandusk’s lair is warped by his magic, which creates
ties), Palarandusk takes a lair action to cause one of one or more of the following effects:
the following effects; he can’t use the same effect two • At any point, Palarandusk can close his eyes and
rounds in a row: view any point between the three mountains. This
• Palarandusk glimpses the future, granting him functions as the clairvoyance spell cast using a 9th
advantage on attack rolls, ability checks, and saving level spell slot.
throws until initiative count 20 on the next round. • Banks of beautiful, opalescent mist manifest within
• Palarandusk can pull a common, uncommon, or rare 6 miles of Felrenden. The mist doesn’t obscure
magic item out of a nearby hidden cache. Palarandusk anything. It assumes haunting forms resembling
cannot take this action while flying. dragons when evil creatures are near, warning
• One creature Palarandusk can see within 120 feet of goodly creatures of the danger while trying to
him must succeed on a DC 15 Charisma saving throw scare away evil.
or be banished to a dream plane, a different plane • Gems and pearls within 1 mile of Palarandusk’s
of existence Palarandusk has imagined into being. lair sparkle and gleam, shedding dim light in a
To escape, the creature must use its action to make 5-foot radius.
a Charisma check contested by Palarandusk’s. If the If Palarandusk dies, these effects end immediately.

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74
PALARANDUSK
Palarandusk Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target.
Hit: 17 (2d6 + 10) slashing damage.
Gargantuan dragon, lawful good
Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit:

Armor Class 22 (natural armor) 19 (2d8 + 10) bludgeoning damage.
Hit Points 546 (28d20 + 252) Frightful Presence. Each creature of Palarandusk’s choice that is
Speed 40 ft., fly 80 ft., swim 40 ft. within 120 feet of Palarandusk and aware of him must succeed on a

STR DEX CON INT WIS CHA DC 24 Wisdom saving throw or become frightened for 1 minute. A
30 (+10) 14 (+2) 29 (+9) 18 (+4) 17 (+3) 28 (+9) creature can repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success. If a creature’s saving throw

Saving Throws Dex +3, Con +16, Wis +10, Cha +16 is successful or the effect ends for it, the creature is immune to
Skills Arcana +16, Insight +10, Perception +17, Persuasion +16, Palarandusk’s Frightful Presence for the next 24 hours.
Stealth +9
Breath Weapons (Recharge 5–6). Palarandusk uses one of the
Damage Immunities fire
following breath weapons.
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 27
Languages Common, Draconic, Gnomish Fire Breath. Palarandusk exhales fire in a 90-foot cone. Each
Challenge 24 (62,000 XP) creature in that area must make a DC 24 Dexterity saving throw,
taking 71 (13d10) fire damage on a failed save, or half as much

Amphibious. Palarandusk can breathe air and water. damage on a successful one.
Weakening Breath. Palarandusk exhales gas in a 90-foot cone.
Legendary Resistance (3/Day). If Palarandusk fails a saving
Each creature in that area must succeed on a DC 24 Strength
throw, he can choose to succeed instead.
saving throw or have disadvantage on Strength-based attack
Ethereal Form. As an action, Palarandusk can take the form of a rolls, Strength checks, and Strength saving throws for 1 minute.
semisolid invisible entity or take physical form as a dragon. While A creature can repeat the saving throw at the end of each of its
in his ethereal form, Palarandusk gains the following benefits: turns, ending the effect on itself on a success.
• He can move through other creatures and objects as though Change Shape. Palarandusk magically polymorphs into a
they were difficult terrain. He takes 5 (1d10) force damage if humanoid or beast that has a challenge rating no higher than his
he ends his turn inside an object. own, or back into his true form. He reverts to his true form if he
• He cannot use his breath attack. dies. Any equipment he is wearing or carrying is absorbed or borne
• He is resistant to bludgeoning, piercing, and slashing damage. by the new form (Palarandusk’s choice).
In a new form, Palarandusk retains his alignment, hit points, Hit
Unseen Power (Mythic; Recharges after a Short or Long Dice, ability to speak, proficiencies, Legendary Resistance, lair
Rest). If Palarandusk is reduced to 0 hit points, he is reduced actions, and Intelligence, Wisdom, and Charisma scores, as well as
to 1 hit point as his form merges with the ethereal. Palarandusk this action. His statistics and capabilities are otherwise replaced
immediately gains 546 temporary hit points and his body by those of the new form, except any class features or legendary
becomes woven with the ethereal plane. While he possesses actions of that form.
these temporary hit points, he gains resistance against all types
of damage. Legendary Actions
Spellcasting. Palarandusk is a 20th-level spellcaster. His Palarandusk can take 3 legendary actions, choosing from the
spellcasting ability is Intelligence (spell save DC 24, +16 to hit with options below. Only one legendary action option can be used at a
spell attacks). He has the following wizard spells prepared: time and only at the end of another creature’s turn. Palarandusk
regains spent legendary actions at the start of his turn.
Cantrips (at will): Palarandusk knows every wizard cantrip.
1st level (at will): alarm*, comprehend languages, grease, magic Detect. Palarandusk makes a Wisdom (Perception) check.
missile, sleep Tail Attack. Palarandusk makes a tail attack.
2nd level (at will): blur, darkness, gust of wind, scorching ray Wing Attack (Costs 2 Actions). Palarandusk beats his wings.
3rd level (at will): counterspell, dispel magic, fireball, whipstrike Each creature within 15 feet of Palarandusk must succeed on a
4th level (4 slots): banishment, ice storm, polymorph, DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning
resilient sphere damage and be knocked prone. Palarandusk can then fly up to
5th level (3 slots): geas, hold monster, wall of force half his flying speed.
6th level (3 slots): guards and wards*, circle of death, disintegrate Mythic Actions
7th level (3 slots): forcecage, plane shift, teleport
If Palarandusk is a Mythic encounter, he can choose from the
8th level (2 slots): demiplane, dominate monster
options below as additional legendary actions while he possesses
9th level (2 slots): gate, prismatic wall
temporary hit points from his Unseen Power trait.
* indicates a spell Palarandusk has cast before combat begins.
Recharge Breath Weapon. Palarandusk attempts to recharge his
Actions breath weapon.
Multiattack. Palarandusk can use his Frightful Presence. He then Cast Spell (Varies). For 1 action, Palarandusk can cast a 1st level
makes three attacks: one with his bite and two with his claws. spell. For 2 actions, Palarandusk can cast a 2nd level spell. For 3
actions, Palarandusk can cast a 3rd level spell OR cast a cantrip
Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: for each creature he can see. If Palarandusk casts cantrips in this
21 (2d10 + 10) piercing damage. way, he can only target a given creature with a cantrip once.

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PALARANDUSK
Slarkrethel
The kraken Slakrethel is an ancient threat who lurks
within the Trackless Sea, and leads a network of
infiltrators and spies known as the Kraken Society.
He uses the members of this society like appendages,
extending his reach to the surface realms and beyond.
This entrepreneurial behavior and the presence he
commands within his domain drew the attention of
Umberlee, the Queen of the Depths. Blessed as her
Chosen, Slarkrethel continues to establish his dominion
of the sea at an even grander scale. Slarkrethel, ever
vigilant against threats, uses his network as eyes and
ears to watch the world at large.
Ideal. “The sea is mine by right, granted by
Umberlee herself.” For DMs who want to know more about Slarkrethel, the
Bond. “I will continue to grow my influence, even kraken is featured in the official 5th edition campaign
Storm King’s Thunder as well as the DMsGuild campaign
weirdmedia

beyond the shores of land.”


Flaw. “My seas share many borders with those who Call from the Deep. More information about Slarkrethel
seek to encroach upon it, so many blind spots exist and the Kraken Society can be found in the 2nd
edition sourcebook Cloak & Dagger and the 3rd edition
against me.”
sourcebook Lords of Darkness.

76
SLARKRETHEL
Slarkrethel’s Lair Regional Effects. The region containing Slarkrethel’s
lair is warped by the creature’s blasphemous presence,
The lost city of Ascarle serves as Slarkrethel’s lair and creating the following magical effects:
the headquarters of the Kraken Society. Ruined elven
structures, overgrown with sea life, coral, and crystals • Slarkrethel can alter the weather at will in a 6-mile
formed from the pressure of the depths give Ascarle a radius centered on his lair. The effects are identical to
distinct and oddly beautiful appearance. All throughout the control weather spell.
this city, Slarkrethel has built traps and contingencies • Creatures sailing the waters within 6 miles of the lair
protecting himself and his society from incursion. are easily lost, as the currents twist and turn ships
Lair Actions. On initiative count 20 (losing initiative and other sailing vessels errantly.
ties), Slarkrethel takes a lair action to cause one of • Aquatic creatures within 6 miles of the lair that
the following effects; he can’t use the same effect two have an Intelligence score of 2 or lower are charmed
rounds in a row: by Slarkrethel and aggressive toward intruders
in the area.
• A strong current moves through Slarkrethel’s lair.
Each creature within 60 feet of Slarkrethel must When Slarkrethel dies, all of these regional effects
make a DC 23 Strength saving throw, with the current fade immediately.
pushing it 60 feet away from Slarkrethel on a failed
save or only 10 feet on a successful one.
Slarkrethel as a Mythic Encounter
• Creatures in the water within 60 feet of Slarkrethel
have vulnerability to lightning damage until initiative A kraken is a powerful encounter on its own, but if
the adventures want a true challenge fit for the gods,
count 20 on the next round.
you can use Slarkrethel’s Chosen of Umberlee trait.
• The water in Slarkrethel’s lair becomes electrically Using this trait marks a drastic turn in the encounter as
charged. All creatures within 120 feet of Slarkrethel Slarkrethel is reinvigorated with divine power from the
matt morrow

must succeed on a DC 23 Constitution saving throw, goddess Umberlee. Once Slarkrethel has used this trait,
taking 10 (3d6) lightning damage on a failed save, or he can choose one of his mythic actions when he uses a
half as much damage on a successful one. legendary action.
Read or paraphrase the following text when Slarkrethel
uses his Chosen of Umberlee trait:
In his last moments, Slarkrethel’s body begins to
shimmer and suddenly bursts with a radiance that
forces you to avert your eyes. As you look back upon
him, he is encased in a sphere of bubbles and debris
swirling like a torrential storm. You can hear a booming
otherworldly voice originating from within the sphere.
All at once, the protective shell is released and only
Slarkrethel remains, looking renewed and fierce. In his
eyes you can see a spark of divinity that was not there
before. Are you still fighting the ancient Kraken wizard,
or is this Umberlee herself?

Rewards
Fighting Slarkrethel as a mythic encounter is equivalent
to fighting two CR 25 creatures in one encounter. Award
a party 150,000 XP for defeating Slarkrethel after he
uses Chosen of Umberlee. You can also reward them
with one or all of the following: drowning death, kraken
society token, Umberlee’s rage, in addition to any other
treasures he might hold.

77
SLARKRETHEL
Slarkrethel of each of Slarkrethel’s turns. If Slarkrethel takes 50 damage or
more on a single turn from a creature inside him, Slarkrethel must
Gargantuan monstrosity (titan), chaotic evil
succeed on a DC 25 Constitution saving throw at the end of that
— turn or regurgitate all swallowed creatures, which fall prone in a
Armor Class 18 (natural armor)
space within 10 feet of Slarkrethel. If Slarkrethel dies, a swallowed
Hit Points 472 (27d20 + 189)
creature is no longer restrained by him and can escape from the
Speed 20 ft., swim 60 ft.
corpse using 15 feet of movement, exiting prone.

STR DEX CON INT WIS CHA Tentacle. Melee Weapon Attack: +18 to hit, reach 30 ft., one target.
30 (+10) 11 (+0) 25 (+7) 22 (+6) 18 (+4) 20 (+5) Hit: 20 (3d6 + 10) bludgeoning damage, and the target is grappled
— (escape DC 18). Until this grapple ends, the target is restrained.
Saving Throws Str +18, Dex +8, Con +15, Int +14, Wis +12
Slarkrethel has ten tentacles, each of which can grapple one target.
Damage Immunities lightning; bludgeoning, piercing, and slashing
from nonmagical attacks Fling. One Large or smaller object held or creature grappled
Condition Immunities frightened, paralyzed by Slarkrethel is thrown up to 60 feet in a random direction and
Senses truesight 120 ft., passive Perception 14 knocked prone. If a thrown target strikes a solid surface, the
Languages understands Abyssal, Celestial, Infernal, and Primordial target takes 3 (1d6) bludgeoning damage for every 10 feet it was
but can’t speak, telepathy 120 ft. thrown. If the target is thrown at another creature, that creature
Challenge 25 (75,000 XP) must succeed on a DC 18 Dexterity saving throw or take the same
damage and be knocked prone.

Amphibious. Slarkrethel can breathe air and water.
Lightning Storm. Slarkrethel magically creates three bolts of
Chosen of Umberlee (Mythic; Recharges after a Short or lightning, each of which can strike a target Slarkrethel can see
Long Rest). If Slarkrethel takes damage that would reduce him to within 120 feet of him. A target must make a DC 24 Dexterity
0 hit points, he is reduced to 1 hit point instead. Umberlee imbues saving throw, taking 22 (4d10) lightning damage on a failed save,
her chosen with a fragment of her divine grace. Slarkrethel gains or half as much damage on a successful one.
472 temporary hit points, regains all expended spell slots, and
immediately takes the Lightning Storm action. Legendary Actions
Freedom of Movement. Slarkrethel ignores difficult terrain, Slarkrethel can take 3 legendary actions, choosing from the
and magical effects can’t reduce his speed or cause himto be options below. Only one legendary action can be used at a time
restrained. He can spend 5 feet of movement to escape from and only at the end of another creature’s turn. Slarkrethel regains
nonmagical restrains or being grappled. spent legendary actions at the start of his turn.

Legendary Resistance (3/Day). If Slarkrethel fails a saving throw, Tentacle Attack or Fling. Slarkrethel makes one tentacle attack or
he can choose to succeed instead. uses his Fling.
Lightning Storm (Costs 2 Actions). Slarkrethel uses
Siege Monster. Slarkrethel deals double damage to objects Lightning Storm.
and structures. Ink Cloud (Costs 3 Actions). While underwater, Slarkrethel
Spellcasting. Slarkrethel is a 20th-level spellcaster. His spellcasting expels an ink cloud in a 60-foot radius. The cloud spreads
ability is Intelligence (spell save DC 22, +14 to hit with spell around corners, and that area is heavily obscured to creatures
attacks). Slarkrethel has the following wizard spells prepared: other than Slarkrethel. Each creature other than Slarkrethel
that ends its turn there must succeed on a DC 23 Constitution
1st level (4 slots): comprehend languages, detect magic, saving throw, taking 16 (3d10) poison damage on a failed save,
identify, sleep or half as much damage on a successful one. A strong current
2nd level (3 slots): blindness/deafness, detect thoughts, suggestion disperses the cloud, which otherwise disappears at the end of
3rd level (3 slots): fly, nondetection*, sending Slarkrethel’s next turn.
4th level (3 slots): arcane eye, ice storm, locate creature
5th level (3 slots): cloudkill, scrying, telekinesis Mythic Actions
6th level (2 slots): chain lightning, flesh to stone, mass suggestion If Slarkrethel is a Mythic encounter, he can choose from the
7th level (2 slots): delayed blast fireball, sequester, teleport options below as additional legendary actions as long as he has the
8th level (1 slot): control weather, feeblemind temporary hit points gained from his Chosen of Umberlee trait.
9th level (1 slot): foresight*, power word kill
Cast a Spell. Slarkrethel casts a spell.
* Slarkrethel casts these spells on himself before combat.
Umberlee’s Rage (Costs 2 Actions). Slarkrethel uses Lightning
Storm, creating six bolts of lightning instead of three.
Actions Steal Power (Costs 2 Actions). All creatures within 60 feet of
Multiattack. Slarkrethel makes three tentacle attacks, each of Slarkrethel must make a DC 22 Wisdom saving throw. On a
which he can replace with one use of Fling. failed save, the target rolls a d10 and loses a spell slot of the
Bite. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: resulting level (or the next highest, if the creature has no spell
23 (3d8 + 10) piercing damage. If the target is a Large or smaller slot of that level). If the creature rolls a 10, they also lose
creature grappled by Slarkrethel, that creature is swallowed, and concentration for any spells they are currently concentrating on.
the grapple ends. While swallowed, the creature is blinded and If a creature has no spell slots remaining (or lacks spellcasting
restrained, it has total cover against attacks and other effects all together), the creature instead takes psychic damage equal
outside Slarkrethel, and it takes 42 (12d6) acid damage at the start to the result of the d10 as its mind is raked.

78
SLARKRETHEL
The Spirit as a Mythic Encounter
Spirit of Hotenow is a powerful encounter on its own,
but if the adventures want a true challenge fit for the
gods, you can use the Spirit of Hotenow’s Eruption trait.
Using this trait marks a drastic turn in the encounter
as the large volcano poised on the back of the Spirit
of Hotenow erupts. Once the Spirit uses this trait, it
Spirit of Hotenow can choose one of its mythic actions when it uses a
Zaratan are denizens of the Elemental Plane of Earth. legendary action.
Read or paraphrase the following text when Spirit of
Over the millennia, ambitious mages have attempted
Hotenow uses its Eruption trait:
to bind their power, binding an elder elemental to
the material plane. Once the apocalyptic presence of The elder beast’s form begins to shake violently, which
their binding has ended, most elder elementals return can be felt for miles around. Cracks begin to form in its
to their home—but in the case of a zaratan, they can thick mountainous shell, revealing ribbons of molten
become so embedded in the structure of the world that rock and immense heat. A crater appears towards the
they remain laying dormant, forming the landscape on peak, and in a thunderous boom a cloud of black ash,
which civilizations are built and wars are fought. rock, and liquid ore and stone is ejected from the crater.
It’s not clear when or why the Spirit of Hotenow was The air becomes stifling and difficult to breathe. The
brought to the Material Plane—or, if it is known, the elemental lumbers forward, seemingly unphased by its
truth of the matter has been lost to the annals of time. own cataclysmic form.
What is certain is that after Mount Hotenow’s eruption
in 1451 DR, the marred and blemished hellscape left in Rewards
Fighting Spirit of Hotenow as a mythic encounter is
thommas68 (Pixabay)

its wake seemed to only support the most extreme of


life. Not one person could have expected that the region equivalent to fighting two CR 22 creatures in one
around Mount Hotenow would shuffle and quake like a encounter. Award a party 82,000 XP for defeating Spirit
of Hotenow after it uses Eruption. You can also reward
waking giant, revealing the elder elemental’s presence
them with the heart of hotenow, boots of the elder earth
after all these years. elemental and the spell trebuchet in addition to any other
A zaratan is a force of nature, and lacks the sentience treasures they might find.
required to form bonds, ideals, and flaws.

79
SPIRIT OF HOTENOW
Spirit of Hotenow’s Lair
A zaratan is one of the few elder elementals capable
of lairing within the Material Plane, using its own
primordial magic to bend the land to its will. The
Spirit of Hotenow has turned the entire Crags region,
including the volcano itself, into its domain.
Lair Actions. On initiative count 20 (losing initiative
ties), the Spirit of Hotenow takes a lair action to cause
one of the following effects; it can’t use the same effect
two rounds in a row:
• The elemental stomps on the ground, creating
a vibration that forces sections of the ground to
upheave and crash into one another. A jagged wall
of stone and debris 60 feet long, 10 feet high, and 5
feet thick appears within 120 feet of the elemental.
If the wall cuts through a creature’s space when it
appears, the creature is pushed to one side of the
wall (the elemental’s choice). This wall crumbles on
the next initiative count 20, leaving difficult terrain
in its space.
• The ground within 300 feet of the elemental begins
to errantly shake until it uses a different lair action.
Creatures standing on the ground have disadvantage
on ability checks and saving throws made to resist
being shoved or knocked prone.
• Fissures form in the ground under 2d4 creatures of
the elemental’s choice, releasing a powerful blast of
steam. Each creature must make a DC 21 Constitution
saving throw. On a failed save, a target takes 35
(10d6) fire damage and is blinded until the start of its
next turn. On a successful save, a target takes half as
much damage and isn’t blinded.
Regional Effects. The region containing Spirit of
Hotenow’s lair is warped by the creature’s primordial
magic, creating the following magical effects:
• The area within 6 miles of the elemental’s lair is
extremely hostile to any creatures that are not
adapted to extreme heat environments.
• Standing water within 1 mile of the elemental’s lair
quickly boils and evaporates. Flowing water tastes of
sulphur and can range in temperature from a warm
bath at its furthest from the center, to boiling at the
epicenter of the lair.
• Lightning storms are frequent within 6 miles of
the lair, though they are rarely accompanied by
rain. When they are, the rain is acidic, making the
environment inhospitable to many flora and fauna.
When Spirit of Hotenow dies, all of these regional
effects fade immediately, and any portals to the
Elemental Plane of Earth within the area of the lair
immediately close.
James Thew

80
SPIRIT OF HOTENOW
Spirit of Hotenow Stomp. Melee Weapon Attack: +17 to hit, reach 20 ft., one target.
Hit: 26 (3d10 + 10) bludgeoning damage.
Gargantuan elemental, neutral
Spit Rock. Ranged Weapon Attack: +17 to hit, range 120/240 ft.,

Armor Class 21 (natural armor) one target. Hit: 31 (6d8 + 10) bludgeoning damage.
Hit Points 307 (15d20 + 150) Spew Debris (Recharge 5–6). The elemental exhales rocky
Speed 40 ft., swim 40 ft. debris in a 90-foot cube. Each creature in that area must make

STR DEX CON INT WIS CHA a DC 25 Dexterity saving throw. A creature takes 33 (6d10)
30 (+10) 10 (+0) 30 (+10) 2 (-4) 21 (+5) 18 (+4) bludgeoning damage on a failed save, or half as much damage on
a successful one. A creature that fails the save by 5 or more is

Saving Throws Wis +12, Cha +11 knocked prone.
Damage Vulnerabilities thunder
Damage Resistances cold, fire, lightning; bludgeoning, piercing, Legendary Actions
and slashing damage from nonmagical attacks The elemental can take 3 legendary actions, choosing from the
Damage Immunities poison options below. Only one legendary action can be used at a time
Condition Immunities exhaustion, paralyzed, petrified, poisoned, and only at the end of another creature’s turn. The elemental
stunned regains spent legendary actions at the start of its turn.
Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 15
Stomp. The elemental makes one stomp attack.
Languages —
Move. The elemental moves up to its speed.
Challenge 22 (41,000 XP)
Spit (Costs 2 Actions). The elemental uses Spit Rock.
— Retract (Costs 2 Actions). The elemental retracts into its shell.
Earth-Shaking Movement. As a bonus action after moving
Until it takes its Emerge action, it has resistance to all damage,
at least 10 feet on the ground, the elemental can send a shock
and it is restrained. The next time it takes a legendary action, it
wave through the ground in a 120-foot-radius circle centered
must take its Revitalize or Emerge action.
on itself. That area becomes difficult terrain for 1 minute. Each
Revitalize (Costs 2 Actions). The elemental can use this option
creature on the ground that is concentrating must succeed on a
only if it is retracted in its shell. It regains 52 (5d20) hit points.
DC 25 Constitution saving throw or the creature’s concentration
The next time it takes a legendary action, it must take its
is broken.
Emerge action.
The shock wave deals 100 thunder damage to all structures
Emerge (Costs 2 Actions). The elemental emerges from its shell
in contact with the ground in the area. If a creature is near a
and uses Spit Rock. It can use this option only if it is retracted
structure that collapses, the creature might be buried; a creature
in its shell. If the elemental has temporary hit points from
within half the distance of the structure’s height must make a DC
its Eruption trait, this only costs 1 action and it can move up
25 Dexterity saving throw. On a failed save, the creature takes 17
to its speed.
(5d6) bludgeoning damage, is knocked prone, and is trapped in
the rubble. A trapped creature is restrained, requiring a successful Mythic Actions
DC 20 Strength (Athletics) check as an action to escape. Another If the Spirit of Hotenow is a Mythic encounter, it can choose from
creature within 5 feet of the buried creature can use its action to the options below as additional legendary actions as long as it has
clear rubble and grant advantage on the check. If three creatures the temporary hit points gained from its Eruption trait.
use their actions in this way, the check is an automatic success.
On a successful save, the creature takes half as much damage and Fissure. The elemental steps upon the ground, sending a fissure
doesn’t fall prone or become trapped. out from the impact of its foot. A crack forms in the ground in
a line, originating from the elemental and stretching outwards,
Eruption (Mythic; Recharges after a Short or Long Rest). If that is 50 feet long, 10 feet wide, and 20 feet deep. Creatures
the elemental takes damage that would reduce it to 0 hit points, caught in the area of this fissure fall unless they use their
it is reduced to 1 hit point instead. Its shell contorts into a peak, reaction to make a DC 20 Dexterity (Acrobatics) or Strength
which erupts violently and coats the elemental in hardened lava, (Athletics) check to quickly move to an area not affected. If
granting it 307 temporary hit points. While the elemental has these successful, the target moves to the nearest unoccupied space
temporary hit points, any creature that starts its turn within 30 that was not affected by this action.
feet of the elemental takes 14 (4d6) fire damage. Volcanic Lightning (Costs 2 Actions). The elemental casts chain
Legendary Resistance (3/Day). If the elemental fails a saving lightning as a 7th level spell. Its spellcasting ability for this spell
throw, it can choose to succeed instead. is Constitution (spell save DC 27).
Pyroclasm (Costs 3 Actions). Four molten orbs of lava are
Magic Weapons. The elemental’s weapon attacks are magical. ejected from the elemental and strike the ground at four
Siege Monster. The elemental deals double damage to objects different places it can see within 120 feet. Each creature in
and structures (included in Earth-Shaking Movement). a 40-foot-radius sphere centered on each point must make
a DC 25 Dexterity saving throw. A creature takes 55 (10d10)
Actions bludgeoning damage and 55 (10d10) fire damage on a failed
Multiattack. Palarandusk can use his Frightful Presence. He then save, or half as much damage on a successful one. A creature
Multiattack. The elemental makes two attacks: one with its bite and that fails the save by 5 or more is knocked prone. A creature in
one with its stomp. the area of more than one fallen boulder is affected only once.
The orbs damage objects in the area and ignite flammable
Bite. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: objects that aren’t being worn or carried.
28 (4d8 + 10) piercing damage.

81
SPIRIT OF HOTENOW
The Twins as a Mythic Encounter
Tazmikella is a powerful encounter on her own, but if
Tazmikella and the adventurers want a true challenge fit for the gods,
you can use her Eternal Twin. Using this trait marks a
Ilnezhara drastic turn in the encounter as Tazmikella calls upon
As twin copper dragons, the pair lived quiet lives in her sister to aid in combat. Once Tazmikella uses this
Damara (an unusual destination for two dragons born trait, she can choose one of her mythic actions when
in Calimshan). Each owned their own shop in that town, she uses a legendary action.
Read or paraphrase the following text when Tazmikella
and became embroiled in the events surrounding the
uses her Eternal Twin trait:
Witch-King of Vaasa, a lich who would control all of the
Bloodstone Lands. Draconic faces are known for being exceptionally
The two fight ferociously together, side-by-side, emotive, but somehow it seems panic is one that they
sisters in arms as well as clutch. As the Cult of were never built for. The copper dragon’s face twists,
the Dragon found out, the pair are a force to be drawing the attention of her sister who lands nearby.
reckoned with. With the fury of a creature backed into a corner
becoming palpable, as it becomes obvious that the
Ideal. “There is nothing more important to me in this
dragons (to this point) were only playing, not really
world than my sister.”
giving this combat their all.
Bond. “We’ve seen great evils rise, and greater goods
conquer them. We ‘encourage’ heroes on their path Rewards
to greatness.” Fighting Tazmikella or Ilnezhara as a mythic encounter
Flaw. “While my sister might be my greatest ally, she’s is equivalent to fighting two CR 22 creatures in one
Wizards of the Coast

also my fiercest competition.” encounter. Fighting both is equivalent to four. Award a


party 66,000 XP for each dragon you defeat after they
For DMs wanting to know more about Tazmikella and her use their Eternal Twin. You can also reward them with
sister Ilnezhara, one or both dragons are featured in the the heart of the ancient copper, Mickey’s curious cloth, and
novels Promise of the Witch-King, Road of the Patriarch, 2 each of paired rings of draconic might, and twin singing
Rise of the King as well as the short story If Ever They blades in addition to any other treasures that their
Happened Upon My Lair. Additionally, Tazmikella also hoards may hold.
features in the Rise of Tiamat hardcover for 5th edition.

82
TAZMIKELLA AND ILNEZHARA
Tazmikella and
Ilnezhara’s Lair
Having left the Bloodstone Lands for the Sword Coast, Regional Effects. The region containing Tazmikella’s
the pair now share their lair in the hills near Waterdeep. lair is warped by her magic, which creates one or more
They plan to integrate themselves into proper society, of the following effects:
but find it much safer to keep their home further away, • Creatures within 6 miles of the lair find themselves
south of the Dessarin Valley. Their lair is decorated unable to find any situation overly serious or dour.
with treasures from each region of Faerûn, arranged Even the death of a close friend would be met by fond
within the lair according to their approximate locations remembrance.
geographically. • All beasts of Tiny size become more helpful within
Lair Actions. On initiative count of 20 (losing 6 miles of the lair. Whenever a creature vocally
initiative ties), Tazmikella takes a lair action to cause speaks a need, the beasts attempt to aid them in
one of the following effects: fulfilling that need.
• Tazmikella causes stone spikes to erupt in a 20-foot • Jokes, even the lowest hanging pun, become
radius centered on a point on the ground within 120 extra hilarious. The worst jesters are given the
feet of her. This is otherwise identical to the spike highest regards.
growth spell and lasts until Tazmikella uses this lair
action again, or until she dies.
• Tazmikella causes the ground to soften in a 40-foot
cube centered on a point within 120 feet of her. This
is otherwise identical to the transmute rock XGE spell
and lasts until Tazmikella uses this lair action again
warmtail

to harden it.

83
TAZMIKELLA AND ILNEZHARA
Tazmikella Breath Weapons (Recharge 5–6). Tazmikella uses one of the
following breath weapons.
Gargantuan dragon, chaotic good
Acid Breath. Tazmikella exhales acid in a 90-foot line that is 10 feet

Armor Class 21 (natural armor) wide. Each creature in that line must make a DC 22 Dexterity
Hit Points 350 (20d20 + 140) saving throw, taking 63 (14d8) acid damage on a failed save, or
Speed 40 ft., climb 40 ft., fly 80 ft. half as much damage on a successful one.
Slowing Breath. Tazmikella exhales gas in a 90-foot cone. Each

STR DEX CON INT WIS CHA creature in that area must succeed on a DC 22 Constitution
27 (+8) 12 (+1) 25 (+7) 20 (+5) 17 (+3) 19 (+4) saving throw. On a failed save, the creature can’t use reactions,
— its speed is halved, and it can’t make more than one attack on
Saving Throws Dex +8, Con +14, Wis +10, Cha +11
its turn. In addition, the creature can use either an action or a
Skills Deception +11, Perception +17, Stealth +8
bonus action on its turn, but not both. These effects last for 1
Damage Immunities acid
minute. The creature can repeat the saving throw at the end of
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 27
each of its turns, ending the effect on itself on a success.
Languages Common, Draconic
Challenge 21 (33,000 XP) Change Shape. Tazmikella magically polymorphs into a humanoid
or beast that has a challenge rating no higher than her own, or

Legendary Resistance (3/Day). If Tazmikella fails a saving throw, back into her true form. She reverts to her true form if she dies.
she can choose to succeed instead. Any equipment she is wearing or carrying is absorbed or borne by
the new form (Tazmikella’s choice).
Twin Souls. Tazmikella and Ilnezhara are inseparable. Ilnezhara has
In a new form, Tazmikella retains her alignment, hit points, Hit
the same statistics as her sister. Any instances of “Tazmikella” are
Dice, ability to speak, proficiencies, Legendary Resistance, lair
replaced with “Ilnezhara”.
actions, and Intelligence, Wisdom, and Charisma scores, as well as
If encountered together, when either dragon uses Eternal
this action. her statistics and capabilities are otherwise replaced by
Twin, the other does as well (provided she has this feature). Each
those of the new form, except any class features, legendary actions,
dragon needs to recharge their mythic trait separately.
and mythic actions of that form.
If only one dragon possesses the mythic trait, when it triggers
they gain one additional ability: Whenever the dragon who
possesses Eternal Twin takes damage she has resistance to that
Legendary Actions
damage if she is the only creature taking damage from that source. Tazmikella can take 3 legendary actions, choosing from the options
below. Only one legendary action option can be used at a time and
Eternal Twin (Mythic; Recharges after a Short or Long Rest). only at the end of another creature’s turn. Tazmikella regains spent
If Tazmikella is reduced to 0 hit points, she is reduced to 1 hit legendary actions at the start of her turn.
point instead as her sister joins the fray to come to her sisters’
aid. Tazmikella regains 350 hit points and the number of legendary Detect. Tazmikella makes a Wisdom (Perception) check.
actions she can use in one turn is six. Finally, she gains three Tail Attack. Tazmikella makes a tail attack.
additional uses of Legendary Resistance. Wing Attack (Costs 2 Actions). Tazmikella beats her wings.
Each creature within 15 feet of Tazmikella must succeed on a
Actions DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning
damage and be knocked prone. Tazmikella can then fly up to half
Multiattack. Tazmikella can use her Frightful Presence. She then
her flying speed.
makes three attacks: one with her bite and two with her claws.
Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit:
Mythic Actions
19 (2d10 + 8) piercing damage. If Tazmikella is a Mythic encounter, she can choose from the
options below as additional legendary actions after her sister
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. arrives using Eternal Twin.
Hit: 15 (2d6 + 8) slashing damage.
Position. Tazmikella’s sister can move up to her full speed to
Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: position herself on the battlefield. This movement does not
17 (2d8 + 8) bludgeoning damage. cause opportunity attacks.
Frightful Presence. Each creature of Tazmikella’s choice that is Twin Breath. If Tasmikella’s breath weapon has not recharged,
within 120 feet of Tazmikella and aware of her must succeed on a Ilnezhara can attempt to recharge her breath weapon.
DC 19 Wisdom saving throw or become frightened for 1 minute. Sister’s Draconic Fury (Costs 6 Actions). Tazmikella’s sister
A creature can repeat the saving throw at the end of each of her chooses a single point she could reach by flying. Her sister
turns, ending the effect on itself on a success. If a creature’s rapidly rushes to that point and performs a full Multiattack
saving throw is successful or the effect ends for it, the creature is without using her Frightful Presence. This movement does not
immune to Tazmikella’s Frightful Presence for the next 24 hours. provoke opportunity attacks.

84
TAZMIKELLA AND ILNEZHARA
The Jewel as a Mythic Encounter
An elder tempest is a powerful encounter on its own,
but if the adventures want a true challenge fit for the
gods, you can use The Jewel of the Great Caliph’s
Unchained trait. Using this trait marks a drastic turn in
the encounter as The Jewel of the Great Caliph’s prison
shatters, allowing it to shrug off the restrictions imposed
on it by its master. Once the Jewel has used this trait,
it can choose one of its mythic actions when it uses a
The Jewel of the legendary action.
Read or paraphrase the following text when the Jewel
Great Caliph uses its Unchained trait:

The Jewel of the Great Caliph is the prized possession of Unbeknownst to you, each landed blow against the
Husam al-Balil ben Nafhat al-Yugayyim, Great Caliph of elemental storm has also marred the sapphire gem that
the Djinn, Master of the Clouds and ruler of the Citadel contains its power. As the final blow lands, the sapphire
of Ice and Steel found in the Elemental Plane of Air. This shatters, and the area is suddenly filled with a rush
apple-sized sapphire with countless facets sits atop an of deafening air. The elemental begins to swell as the
oversized ring of air elemental command, worn by the potent air suffuses it. This is its true power, unleashed
Great Caliph himself. Trapped inside is the primordial from the tethers of its gem prison. The storm is not just
energy of the greatest air elemental known to exist renewed, but grows in a furious cacophony of rushing
within the elemental plane—an elder tempest, and the winds, thunderous booms, and cracks of lightning.
most powerful of its kind.
Aleksandra Włodarczyk

Rewards
An elder tempest is a force of nature, and lacks the
Fighting the Jewel of the Great Caliph as a mythic
sentience required to form bonds, ideals, and flaws.
encounter is equivalent to fighting two CR 23 creatures
However, the jewel has long been imprisoned under the
in one encounter. Award a party 100,000 XP for
Great Caliph’s vainglorious audacity and every moment defeating the Jewel after it uses Unchained. You can
spent in chains has exponentially fueled its rage. also reward them with the ring of the tempest in addition
to any other treasures they might find.

85
THE JEWEL OF THE GREAT CALIPH
The Jewel of the Great
Caliph’s Lair
The Jewel of the Great Caliph is the ultimate force upon
the Elemental Plane of Air, with the ability to bend its
latent magic to its will. While present on the plane, the
area within 6 miles centered on the jewel is considered
its lair. When on another plane, if the jewel is within 1
mile of an active portal to the elemental plane, its lair
becomes the area within 6 miles of the closest portal.
Lair Actions. On initiative count 20 (losing initiative
ties), the jewel takes a lair action to cause one of the
following effects; it can’t use the same effect two
rounds in a row:
• A sudden blast of wind rushes through the jewel’s Regional Effects. The region containing the jewel’s
lair, forming a line 100 feet long and 15 feet wide, lair is warped by the creature’s primordial magic,
originating from a point within 120 feet of the jewel creating the following magical effects:
and traveling in a direction it chooses. Each creature
in the line must make a DC 21 Strength saving throw. • The air within 1 mile of the jewel’s lair becomes
A creature is pushed 100 feet in the direction of the uplifting, bestowing all creatures in this area with
wind on a failed save, or half as far on a successful a flying speed equal to their walking speed. The
one. If the creature collides with a solid object after flying speed of creatures who already have one is
being pushed at least 30 feet, such as the ground or instead doubled.
a stone wall, it takes 28 (5d10) bludgeoning damage • Errant and unpredictable winds make ranged
and is knocked prone. weapons unreliable within 1 mile of the jewel’s lair.
• Three bolts of lightning crackle through the air, each Ranged weapon attacks made within their normal
of which can strike a target the jewel can see within range have a 50% chance of failing, and a 75% chance
120 of it. A target must make a DC 23 Dexterity saving of failing if made within the long range of the weapon.
throw, taking 22 (4d10) lightning damage on a failed • The weather within 6 miles of the jewel’s lair
save, or half as much damage on a successful one. becomes a ferocious and raging storm. Heavy
• The jewel siphons all the air within 120 feet of it into precipitation, strong winds, and other environmental
Pete Linforth (pixabay)

its body, causing all flying creatures to suddenly begin effects (such as snowstorms and sandstorms) occur
falling, unless they are hovering or held aloft by magic within this area at all times.
such as the fly spell. Creatures that require air to If the Jewel of the Great Caliph dies, all of these
breathe must begin holding their breath or else begin regional effects fade immediately, and any portals to
suffocating. The jewel exhales this air back into the the Elemental Plane of Air within the area of the lair
surrounding area on the next initiative count 20. immediately close.

86
THE JEWEL OF THE GREAT CALIPH
The Jewel of the Actions
Great Caliph Multiattack. The jewel makes two attacks with its
Thunderous Slam.
Gargantuan elemental, neutral
Thunderous Slam. Melee Weapon Attack: +16 to hit, reach 20 ft.,

Armor Class 19 one target. Hit: 23 (4d6 + 9) thunder damage.
Hit Points 264 (16d20 + 96)
Lightning Storm (Recharge 6). All other creatures within 120
Speed 0 ft., fly 120 ft. (hover)
feet of the jewel must each make a DC 20 Dexterity saving throw,

STR DEX CON INT WIS CHA taking 27 (6d8) lightning damage on a failed save, or half as much
23 (+6) 28 (+9) 23 (+6) 2 (-4) 21 (+5) 18 (+4) damage on a successful one. If a target’s saving throw fails by 5 or
more, the creature is also stunned until the end of its next turn.

Saving Throws Wis +12, Cha +11
Damage Resistances bludgeoning, piercing, and slashing from Legendary Actions
nonmagical attacks The jewel can take 3 legendary actions, choosing from the options
Damage Immunities lightning, poison, thunder below. Only one legendary action can be used at a time and only
Condition Immunities exhaustion, grappled, paralyzed, petrified, at the end of another creature’s turn. The jewel regains spent
poisoned, prone, restrained, stunned legendary actions at the start of its turn.
Senses darkvision 60 ft., passive Perception 15
Languages — Move. The jewel moves up to its speed.
Challenge 23 (50,000 XP) Lightning Strike (Costs 2 Actions). The jewel can cause a bolt
of lightning to strike a point on the ground anywhere under its

Air Form. The jewel can enter a hostile creature’s space and storm. Each creature within 5 feet of that point must make a DC
stop there. It can move through a space as narrow as 1 inch wide 20 Dexterity saving throw, taking 16 (3d10) lightning damage on
without squeezing. a failed save, or half as much damage on a successful one.
Screaming Gale (Costs 3 Actions). The jewel releases a blast of
Flyby. The jewel doesn’t provoke opportunity attacks when it flies thunder and wind in a line that is 1 mile long and 20 feet wide.
out of an enemy’s reach. Objects in that area take 22 (4d10) thunder damage. Each
Legendary Resistance (3/Day). If the jewel fails a saving throw, it creature there must succeed on a DC 21 Dexterity saving throw
can choose to succeed instead. or take 22 (4d10) thunder damage and be flung up to 60 feet in
a direction away from the line. If a thrown target collides with
Living Storm. The jewel is always at the center of a storm 1d6 + an immovable object, such as a wall or floor, the target takes
4 miles in diameter. Heavy precipitation in the form of either rain 3 (1d6) bludgeoning damage for every 10 feet it was thrown
or snow falls there, causing the area to be lightly obscured. Heavy before impact. If the target would collide with another creature
rain also extinguishes open flames and imposes disadvantage on instead, that other creature must succeed on a DC 19 Dexterity
Wisdom (Perception) checks that rely on hearing. saving throw or take the same damage and be knocked prone.
In addition, strong winds swirl in the area covered by the storm.
The winds impose disadvantage on ranged attack rolls. The winds Mythic Actions
extinguish open flames and disperse fog. If The Jewel of the Great Caliph is a Mythic encounter, it can
choose from the options below as additional legendary actions
Siege Monster. The jewel deals double damage to objects
as long as it has the temporary hit points gained from its
and structures.
Unchained trait.
Unchained (Mythic; Recharges after a Short or Long Rest).
Control Lair. The jewel immediately uses one of its lair actions. It
If the jewel takes damage that would reduce it to 0 hit points, it
can’t use a lair action two rounds in a row.
is reduced to 1 hit point instead. The sapphire that imprisons its
Everlasting Storm (Costs 2 Actions). The jewel uses
true power cracks and breaks, releasing its restraints. The jewel
its Lightning Storm action. If the action is unavailable, it
gains 264 temporary hit points, and regains all expended uses of its
recharges instead.
Legendary Resistance trait. If this occurs on a plane other than the
Vortex (Costs 3 Actions). The jewel creates a swirling mass of
Elemental Plane of Air, a portal suddenly opens and gales of wind
air centered on a point it can see within 120 feet. Creatures
fill the area. This portal acts as the center of the jewel’s lair.
within 30 feet of this point must succeed on a DC 21 Strength
saving throw or be pulled up to 30 feet towards the center of
the vortex.

87
THE JEWEL OF THE GREAT CALIPH
Unit Zero as a Mythic Encounter
Unit Zero is a powerful encounter on its own, but
if the adventurers want a true challenge fit for the
gods, you can use its Backup trait. Using this trait
marks a drastic turn in the encounter as Unit Zero is
repaired and upgraded. Once Unit Zero uses this trait,
it can choose one of its mythic actions when it uses a
legendary action.
Read or paraphrase the following text when Unit Zero
uses its Backup trait:
The bizarre construct lays down, sparks wildly flaring
from its chassis. The giant eye in the center of its
chest goes glassy and unfocused. It speaks: “Unit Zero,
powering down.” From what you can tell, the creature
is dead. The only motion remaining is the spinning disc

Unit Zero embedded in its chest cavity. But instead of spinning


slower, it speeds up. The metal that forms the creature
All maruts are crafted identically. The creature is begins glowing hot, molten even. It gets smaller and
a hulking construction with many layers of armor, smaller, with every part of the creature disappearing
similar to a golem save for a singular organic eye in except for the disc. Once every last drop of metal has
the center of its torso just below where a humanoid been sucked away to some unknown destination,
would have their head. Lower than the eye is an arcane another creature stands before you, identical in every
disc with the instructions the marut needs to follow way to the last. It reaches out and grabs the disc,
inscribed upon it. placing the round object into a perfectly sized cavity in
Unit Zero is the first of its kind, having only known its torso. “Unit Zero, reactivate. Upgrade complete.”
success in its endeavours.
Ideal. “Obey.” Rewards
Bond. “My life has no meaning other than to fulfil my Fighting Unit Zero as a mythic encounter is equivalent
directives and to correct broken contracts.” to fighting two CR 21 creatures in one encounter. Award
GeunBrush

a party 66,000 XP for defeating Unit Zero after it uses


Flaw. “The words of a contract are all that matters. It
Backup. You can also reward them with the unerring
does not matter if those signing it understand what
maul, Kolyarut’s golden edict, or the spell marut’s march in
they are signing.” addition to any other treasures they might find.

88
UNIT ZERO
Unit Zero’s Lair
As a creation designed to enforce contracts and chase Regional Effects. The region containing Unit Zero’s
down contract breakers, Unit Zero has a lair that is lair is warped by its magic, which creates one or more
centered upon their current target. When hunting a of the following effects:
contract breaker, Unit Zero’s lair forms around them.
• The creature the lair is centered upon has its
Lair Actions. On initiative count 20 (losing initiative
speeds halved.
ties), Unit Zero takes a lair action to cause one of
• The creature the lair is centered upon has
the following effects; it can’t use the same effect two
disadvantage on Strength and Dexterity ability checks
rounds in a row:
and saving throws.
• While within its lair, Unit Zero can cast sanctuary, • The creature the lair is centered upon has an illusory
but only upon the creature its lair is centered upon. eyeball constantly floating above their head. This
It generally does this to try and prevent others from eyeball is roughly the size of their head.
attacking their target.
• While within its lair, Unit Zero can cast zone of
truth, but it only affects the creature its lair is
centered upon.
• While within its lair, Unit Zero can cast power word
stun, but it can only target the creature its lair is
centered upon.

Unit Zero Actions


Large construct (inevitable), lawful neutral Multiattack. Unit Zero makes two slam attacks.
— Unerring Slam. Melee Weapon Attack: automatic hit, reach 5 ft.,
Armor Class 22 (natural armor)
one target. Hit: 60 force damage, and the target is pushed up to 5
Hit Points 432 (3210 + 256)
feet away from Unit Zero if it is Huge or smaller.
Speed 40 ft., fly 30 ft. (hover)
Blazing Edict (Recharge 5–6). Arcane energy emanates from

STR DEX CON INT WIS CHA Unit Zero’s chest in a 60-foot cube. Every creature in that area
28 (+9) 12 (+1) 26 (+8) 19 (+4) 15 (+2) 18 (+4) takes 45 radiant damage. Each creature that takes any of this
— damage must succeed on a DC 20 Wisdom saving throw or be
Saving Throws Wis +10, Cha +9
stunned until the end of Unit Zero’s next turn.
Damage Resistances bludgeoning, piercing, and slashing damage
from nonmagical attacks Justify. Unit Zero targets up to two creatures it can see within
Damage Immunities fire, poison 60 feet of it. Each target must succeed on a DC 20 Charisma
Condition Immunities exhaustion, grappled, paralyzed, petrified, saving throw or be teleported to a teleportation circle in the
poisoned, prone, restrained, stunned Hall of Concordance in Sigil. A target fails automatically if it is
Senses darkvision 60 ft., passive Perception 15 incapacitated. If either target is teleported in this way, Unit Zero
Languages — teleports with it to the circle.
Challenge 21 (33,000 XP) After teleporting in this way, Unit Zero can’t use this action again
until it finishes a short or long rest.

Immutable Form. Unit Zero is immune to any spell or effect that
would alter its form. Mythic Actions
Innate Spellcasting. Unit Zero’s innate spellcasting ability is If Unit Zero is a Mythic encounter, it can take 3 mythic actions,
Intelligence (spell save DC 20). Unit Zero can innately cast the choosing from the options below. Only one mythic action option
following spell, requiring no material components. can be used at a time and only at the end of another creature’s
turn. Unit Zero regains spent mythic actions at the start of its turn.
At will: plane shift (self only)
Spin Disc. The disc in Unit Zero’s chest spins faster, generating
Legendary Resistance (3/Day). If Unit Zero fails a saving throw, lightning all around Unit Zero. The next creature that makes a
it can choose to succeed instead. melee or ranged attack against Unit Zero before the start of its
Magic Resistance. Unit Zero has advantage on saving throws next turn takes 30 lightning damage.
against spells and other magical effects. See Truth. Unit Zero’s eye quickly darts around, scanning the area
around it. All creatures within 120 feet of it begin to sparkle and
Upgrade (Mythic; Recharges after a Short or Long Rest). If glow. Affected creatures shed dim light in a 10-foot radius and
Unit Zero is reduced to 0 hit points, a new marut is crafted in the the affected creature can’t benefit from being invisible. This
Hall of Concordance and sent as an immediate replacement. Unit lasts until Unit Zero uses another mythic action.
Zero immediately regains 432 hit points. Veritas. Unit Zero attempts to recharge its Blazing Edict action. If
it’s already recharged, Unit Zero can use its Blazing Edict instead.

89
UNIT ZERO
Xanscilathampos
Like other bronze dragons, Xanscilathampos (or Xan for
short), has a wide face with slick black horns projecting
proudly outward. Her frill has turned a deep sea green,
and her claws are tipped with special caps. Each of
these metal claw caps is crafted to represent a story in
Xan’s life that she holds close to her heart.
Ideal. “My sisters are my life. I love them more than I
have ever loved anything.”
Bond. “To spread the good will of the Sisterhood and to
welcome new draconic brethren thanks to the Ritual
of Cleansing.”
Flaw. “I don’t take things seriously enough.”

For DMs wanting to know more about Xanscilathampos,


she is featured in Dragons of Faerûn for 3rd Edition.

Xan as a Mythic Encounter


Xanscilathampos is a powerful encounter on her
own, but if the adventurers want a true challenge fit
for the gods, you can use her Eternal Sonata. Using
this trait marks a drastic turn in the encounter as
Xanscilathampos begins singing a battle hymn that fills
her spirit with an energy of awakening. Once Xan uses
this trait, she can choose one of her mythic actions
when she uses a legendary action.
Read or paraphrase the following text when
Xanscilathampos uses her Eternal Sonata trait:
Gladiators would describe the dragon’s condition as
‘on the ropes’, but somehow she continues to get up and
keep fighting. Her spirit hasn’t been reduced even a
single drop, despite her blood staining the arena around
you. Suddenly, she begins to sing—and as she does,
some of her blue-green scales light up with a greenish
glow. As her song progresses, it’s clear the song is not
meant for you: it’s an ancient tale cursing the foul
intent of dragon slayers and praising an ancient hero
dragon named Essembramaerytha.

Rewards
Bob Greyvenstein

Fighting Xanscilathampos as a mythic encounter is


equivalent to fighting two CR 22 creatures in one
encounter. Award a party 82,000 XP for defeating Xan
after she uses Eternal Sonata. You can also reward them
with the heart of the ancient bronze and spellsong sword in
addition to any other treasures that her hoard may hold.

90
XANSCILATHAMPOS
Xanscilathampos’s Lair
Bronze dragons typically lair by the sea, so they can
enjoy a semi-aquatic lifestyle that’s well suited to the
bronze mindset. Xanscilathampos’ pride and honor
keep her tied to the Sisterhood of Essembra, a noble
group of half-dragons and dragons who protect the
forest of Battledale. Her lair is centered on Yevenwood,
and the cleared lands around it leading to the edge of
the Cormanthor forest.
Lair Actions. On initiative count 20 (losing initiative
ties), Xanscilathampos takes a lair action to cause one of
the following effects:
• Xanscilathampos creates fog as though she had cast
the fog cloud spell. The fog lasts until initiative count
20 on the next round.
• A thunderclap originates at a point Xanscilathampos
can see within 120 feet of her. Each creature within
a 20-foot radius centered on that point must make
a DC 15 Constitution saving throw or take 5 (1d10)
thunder damage and be deafened until the end of
its next turn.
• Xanscilathampos creates a cacophony of songs, each
interwoven and layered with the next. This music
creates such noise that creatures are deafened
while the sound lasts. To cast a spell with a verbal
component, a creature needs to succeed on a DC 14
spellcasting ability check or the spell is lost.
Regional Effects. The region containing
Xanscilathampos’s lair is warped by her magic.
• Once per day, Xanscilathampos can alter the
weather in a 6-mile radius centered on her lair.
Xanscilathampos doesn’t need to be outdoors;
Bob Greyvenstein

otherwise the effect is identical to the control


weather spell.
• Plants within a 6 mile radius of her lair bounce and
dance in unison, as though moved by unheard music.
• Whenever an evil creature intends to harm any other
creature within 6-miles of her lair, illusory music
begins to play.

91
XANSCILATHAMPOS
Xanscilathampos her Eternal Sonata trait, creatures who take damage must also
make a DC 23 Strength saving throw or be knocked prone.
Gargantuan dragon, lawful good
Repulsion Breath. Xanscilathampos exhales repulsion energy
— in a 30-foot cone. Each creature in that area must succeed on
Armor Class 22
a DC 23 Strength saving throw. On a failed save, the creature
Hit Points 444 (24d20 + 192)
is pushed 60 feet away from her. If Xan possesses temporary
Speed 40 ft., fly 80 ft., swim 40 ft.
hit points from her Eternal Sonata trait, creatures who are not

STR DEX CON INT WIS CHA pushed instead take 9 (2d8) thunder damage.
29 (+9) 10 (+0) 27 (+8) 18 (+4) 17 (+3) 21 (+5) Change Shape. Xanscilathampos magically polymorphs into a
— humanoid or beast that has a challenge rating no higher than her
Saving Throws Dex +7, Con +15, Wis +10, Cha +12
own, or back into her true form. She reverts to her true form if
Skills Insight +10, Perception +17, Performance+8, Stealth +7
she dies. Any equipment she is wearing or carrying is absorbed or
Damage Immunities lightning
borne by the new form (Xanscilathampos’s choice).
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 27
In a new form, Xanscilathampos retains her alignment, hit points,
Languages Common, Draconic
Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair
Challenge 22 (41,000 XP)
actions, and Intelligence, Wisdom, and Charisma scores, as well as

Amphibious. Xanscilathampos can breathe air and water.
this action. Her statistics and capabilities are otherwise replaced
by those of the new form, except any class features or legendary
Legendary Resistance (3/Day). If Xanscilathampos fails a saving actions of that form.
throw, she can choose to succeed instead.
Eternal Sonata (Mythic; Recharges after a Short or Long
Legendary Actions
Rest). If Xanscilathampos is reduced to 0 hit points, she is reduced Xanscilathampos can take 3 legendary actions, choosing from
to 1 hit point instead as the music of the universe reinvigorates her. the options below. Only one legendary action option can be
She immediately gains 444 temporary hit points and all ongoing used at a time and only at the end of another creature’s turn.
conditions affecting her end. While she possesses these temporary Xanscilathampos regains spent legendary actions at the start
hit points, she also has immunity to the charmed condition and of her turn.
thunder damage. Finally, she regains all uses of her Legendary Detect. Xanscilathampos makes a Wisdom (Perception) check.
Resistance trait. Tail Attack. Xanscilathampos makes a tail attack.
Wing Attack (Costs 2 Actions). Xanscilathampos beats her
Actions wings. Each creature within 15 feet of Xanscilathampos must
Multiattack. Xanscilathampos can use her Frightful Presence. She succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9)
then makes three attacks: one with her bite and two with her claws. bludgeoning damage and be knocked prone. Xanscilathampos
Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: can then fly up to half her flying speed.
20 (2d10 + 9) piercing damage. Mythic Actions
Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. If Xanscilathampos is a Mythic encounter, she can choose from the
Hit: 16 (2d6 + 9) slashing damage. options below as additional legendary actions while she possesses
temporary hit points from her Eternal Sonata trait. Each of these
Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit:
actions requires Xanscilathampos to sing. If she cannot sing, she
18 (2d8 + 9) bludgeoning damage.
cannot use these actions.
Frightful Presence. Each creature of Xanscilathampos’s choice
Lullaby. One creature of Xanscilathampos’ choice must succeed
that is within 120 feet of her and aware of her must succeed on a
on a DC 20 Wisdom saving throw or fall asleep as if affected by
DC 20 Wisdom saving throw or become frightened for 1 minute. A
the sleep spell.
creature can repeat the saving throw at the end of each of its turns,
Arpeggio. One creature of Xanscilathampos’ choice must succeed
ending the effect on itself on a success. If a creature’s saving throw
on a DC 19 Charisma saving throw or become charmed by
is successful or the effect ends for it, the creature is immune to
Xanscilathampos until the start of her next turn. While charmed
Xanscilathampos’s Frightful Presence for the next 24 hours.
in this way, the creature wants nothing more than to sit and
Breath Weapons (Recharge 5–6). Xanscilathampos uses one of listen to her song.
the following breath weapons. Dirge (Costs 2 Actions). One creature of Xanscilathampos’
choice must succeed on a DC 22 Constitution saving throw or be
Lightning Breath. Xanscilathampos exhales lightning in a 120-foot
rendered unconscious until the start of Xanscilathampos’ next
line that is 10 feet wide. Each creature in that line must make
turn. Each of the creature’s allies must make a DC 20 Wisdom
a DC 23 Dexterity saving throw, taking 88 (16d10) lightning
saving throw, taking 14 (4d6) psychic damage on a failed saving
damage on a failed save, or half as much damage on a successful
throw, or half as much damage on a successful one.
one. If Xanscilathampos possesses temporary hit points from

92
XANSCILATHAMPOS
Yeenoghu
Stretching to a full height of 14 feet, Yeenoghu is the Yeenoghu’s Lair
Lord of Gnolls and looks exactly like a giant version of
Any battlefield of sufficient carnage, while committed in
their kind. Desiring nothing more than pure and utter
the presence of Yeenoghu with the full furor of his army,
destruction, he leads great packs of gnolls and hyenas
becomes a lair. Once the horde moves onward, the site
across the planes to devour foes and breed new chaos.
loses this curse.
Ideal. “There are only two things in existence: Within the Abyss also exists a lair of bloodsport and
prey and me.” death, barren and lifeless: the Death Dells, ruled by
Bond. “So many spleens, so little time.” Yeenoghu and roamed by his hordes.
Flaw. “Let Baphomet use his ‘cunning’—I have no need Lair Actions. On initiative count 20 (losing initiative
for such weakness.” ties), Yeenoghu can take a lair action to cause one of
the following effects; he can’t use the same effect two
For DMs who want to know more about the lord of rounds in a row:
Gnolls, recommended reading includes: On Hallowed
Lluis Abadias

Ground for 2nd edition, Fiendish Codex 1 and Book of Vile • Yeenoghu causes an iron spike—5 feet tall and 1 inch
Darkness for 3rd edition, Volo’s Guide to Monsters and in diameter—to burst from the ground at a point he
Mordenkainen’s Tome of Foes for 5th edition. Yeenoghu can see within 100 feet of him. Any creature in the
also appears in two fifth edition adventures: Out of the space where the spike emerges must make a DC 24
Abyss, and Baldur’s Gate: Descent into Avernus.
Dexterity saving throw. On a failed save, the creature

93
YEENOGHU
takes 27 (6d8) piercing damage and is impaled on the
spike, restraining it. A creature can use an action to Yeenoghu as a Mythic Encounter
remove itself or a creature it can reach from the spike, Yeenoghu is a powerful encounter on his own, but if the
ending the restrained condition. adventurers want a true challenge fit for the gods, you
• Each gnoll or hyena that Yeenoghu can see can use its can use his Beast Within trait. Using this trait marks a
drastic turn in the encounter as Yeenoghu unleashes
reaction to move up to its speed.
a savage fury. Once Yeenoghu has used this trait, he
• Until the next initiative count 20, all gnolls and hyenas
can choose one of his mythic actions when he uses a

Public Domain (Instructive Picture Book)


within the lair are enraged, causing them to have legendary action.
advantage on melee weapon attack rolls and causing Read or paraphrase the following text when Yeenoghu
attack rolls to have advantage against them. uses his Beast Within trait:
Regional Effects. The region containing Yeenoghu’s The savage creature before you does not resemble
lair is warped by his magic, creating one or more of the anything worthy of the name “demon lord”. This
following effects: creature is far closer to a force of nature, a pure
unadulterated avatar of destruction. But even the
• Within 1 mile of the lair, large iron spikes grow out of
strongest beasts bleed, and Yeenoghu is no exception.
the ground and stone surfaces. Yeenoghu impales the
His black ichor stains the ground of his lair. However,
bodies of the slain on these spikes.
you realize something has escaped notice: his blood is
• Predatory beasts within 6 miles of the lair become
moving, slowly slithering back onto his fur. The more
unusually savage, killing far more than what they
carnage he causes, the quicker the process. Eventually,
need for food. Carcasses of prey are left to rot in an
all that matting becomes more like armor weighing
unnatural display of wasteful slaughter.
him down, only serving to anger the demon lord further.
• Creatures who rest within 1 mile of the lair must
Yeenoghu has a solution for even this: the Lord of gnolls
succeed on a DC 24 Wisdom saving throw or gain the
tears his own skin off, emerging like a butterfly from a
following flaw, which can be removed by a greater
gore-covered cocoon—faster, angrier, and meaner. The
restoration or wish spell, or when Yeenoghu is
fiend has found his second wind.
defeated: “My hunger… it is insatiable. Nothing is off
limits, not even the flesh of fallen foes.” Rewards
Fighting Yeenoghu as a mythic encounter is equivalent
to fighting two CR 24 creatures in one encounter. Award
a party 124,000 XP for defeating Yeenoghu after he
uses Beast Within. You can also reward them with the
accursed flail of savagery and the spell Yeenoghu’s corpse
curse in addition to any other treasures he may covet.

94
YEENOGHU
Yeenoghu • Whenever he deals damage, he has advantage on his next
attack roll and creatures attacking Yeenoghu have advantage
Huge fiend (demon), chaotic evil
to hit him.
— • He has resistance against bludgeoning, piercing, and slashing
Armor Class 20 (natural armor)
damage from magical attacks.
Hit Points 333 (23d12 + 184)
• Any critical hit against Yeenoghu becomes a normal hit, as if
Speed 50 ft.
he were wearing adamantine armor.

STR DEX CON INT WIS CHA
29 (+9) 16 (+3) 26 (+8) 16 (+3) 24 (+7) 15 (+2) Actions

Saving Throws Dex +10, Con +15, Wis +14 Multiattack. Yeenoghu makes three flail attacks. If an attack hits,
Skills Intimidation +9, Perception +14 he can cause it to create an additional effect of his choice or at
Damage Resistances cold, fire, lightning random (each effect can be used only once per Multiattack):
Damage Immunities poison; bludgeoning, piercing, and slashing 1. The attack deals an extra 13 (2d12) bludgeoning damage.
damage from nonmagical attacks 2. The target must succeed on a DC 17 Constitution saving throw
Condition Immunities charmed, exhaustion, frightened, poisoned or be paralyzed until the start of Yeenoghu’s next turn.
Senses truesight 120 ft., passive Perception 24 3. The target must succeed on a DC 17 Wisdom saving throw
Languages all, telepathy 120 ft. or be affected by the confusion spell until the start of
Challenge 24 (62,000 XP) Yeenoghu’s next turn.

Innate Spellcasting. Yeenoghu’s spellcasting ability is Charisma
Flail. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit:
15 (1d12 + 9) bludgeoning damage.
(spell save DC 17, +9 to hit with spell attacks). He can innately cast
the following spells, requiring no material components: Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit:
14 (1d10 + 9) piercing damage.
At will: detect magic, spiritual weapon (8th-level spell, 4d8 + 2 force
damage on a hit, appears as a flail) Legendary Actions
3/day each: dispel magic, fear, invisibility
1/day each: teleport Yeenoghu can take 3 legendary actions, choosing from the options
below. Only one legendary action option can be used at a time and
Legendary Resistance (3/Day). If Yeenoghu fails a saving throw, only at the end of another creature’s turn. Yeenoghu regains spent
he can choose to succeed instead. legendary actions at the start of his turn.
Magic Resistance. Yeenoghu has advantage on saving throws Charge. Yeenoghu moves up to his speed.
against spells and other magical effects. Swat Away. Yeenoghu makes a flail attack. If the attack hits, the
Magic Weapons. Yeenoghu’s weapon attacks are magical. target must succeed on a DC 24 Strength saving throw or be
pushed 15 feet in a straight line away from Yeenoghu. If the
Rampage. When Yeenoghu reduces a creature to 0 hit points with saving throw fails by 5 or more, the target falls prone.
a melee attack on his turn, Yeenoghu can take a bonus action to Savage (Costs 2 Actions). Yeenoghu makes a bite attack against
move up to half his speed and make a bite attack. each creature within 10 feet of him.
Beasts Within (Mythic; Recharges after a Short or Long Mythic Actions
Rest). If Yeenoghu is reduced to 0 hit points, he is reduced
If Yeenoghu is a Mythic encounter, he can choose from the
to 1 hit point instead as he becomes incredibly feral and
options below as additional legendary actions while he possesses
unpredictable. Yeenoghu immediately gains 333 temporary hit
temporary hit points from his Beast Within.
points. While he possesses these temporary hit points, he gains the
following benefits: Callout. Yeenoghu calls his next attack, announcing it aloud. If his
next weapon attack hits, it is automatically a critical hit.
• At the end of his turn, if he dealt damage since the start of his
Reinforcements. Yeenoghu vomits a gnoll fang of Yeenoghu into
turn, he regains 15 hit points.
an adjacent unoccupied space.
Sweeping Flail (Costs 2 Actions). Yeenoghu makes a flail attack
against each creature within 15 feet of him.

95
YEENOGHU
Ygorl, Lord of
Entropy
The slaadi are a chaotic and terrifying race, feared in
most corners of the multiverse. Even within their own
kind, there are those who lead with overwhelming
power themselves. Ygorl is one of these slaadi, the first-
born of the slaad lords.
Ygorl takes many forms, but there are a few forms
it prefers. The first is its humanoid form, akin to an
androgynous humanoid with in a chitinous carapace
and long serrated horns sweeping back from its For DMs wanting to know more about Ygorl, it appeared
forehead. The second is a skeletal slaad with great originally in the Fiend Folio for 1st edition. Manual of the
curved horns. Finally and least often, it takes the form of Planes from that same edition also has a small paragraph
a hole cut into reality, through which Limbo can be seen. regarding the slaadi lords.
Only the vague outline of a slaad with pinpoints of red
light for eyes indicates that this being is alive. It also had minor influences on the adventures Tales from
Ygorl has only a single ally: a brass dragon who the Outer Planes and Tales from the Infinite Staircase in
worships the utter chaos caused by Ygorl named Shkiv. 2nd edition. Ygorl was one of the main antagonists of the
game Demon Stone and was featured in Dragon 221 in the
Ideal. “The living are destined to be unmade. Thus, they article “Lords of Chaos.”
are nothing more than pawns to be moved about.”
Bond. “I can see the end of all things—how the very Most recently, Ygorl was in Mordenkainen’s Fiendish
universe itself will fall to chaos and be reduced to Folio, Volume 1 for 5th edition, found on the Dungeon
Masters Guild.
grandfailure

nothing. Were I slain, this would still be the truth


of existence.”
Flaw. “I am no more passionate nor dispassionate than
a tornado. A force of nature does not care or want
for anything.”

96
YGORL, LORD OF ENTROPY
Ygorl’s Lair • Features for 1 mile around its lair randomly shift,
becoming objects of a different sort. Rivers could
Wherever the Lord of Entropy rests, reality twists and become streams of lava, trees could become
shimmers around it, forming a lair within a few days. stalagmites, caverns of stone could become
However, in Limbo there lies a fortress with a constantly abandoned fortresses, and so on.
shifting visage that Ygorl regards as its primary lair. • Creatures who die within 1 mile of its lair resist
Lair Actions. On initiative count 20 (losing initiative magical attempts to be restored to life. If magic is cast
ties), Ygorl can take a lair action to cause one of the upon such a creature, the target must succeed on a DC
following magical effects; it can’t use the same effect 22 Constitution saving throw or the magic fails.
two rounds in a row: • Creatures who rest within 1 mile of the lair must
• Ygorl chooses a creature it can see within 120 of it. succeed on a DC 22 Wisdom save or gain the following
Ygorl casts banishment (save DC 23) using no action flaw, which can be removed by a greater restoration or
or components. wish spell, or when Ygorl is defeated: “Whenever you
• Roll once on the Wild Magic Surge table. are presented with structure, rules, or order, you are
• Each creature Ygorl can see within 120 feet of it is driven to stop it.”
displaced, causing multiple copies of them to appear.
Until the next time Ygorl uses a lair action, any
creature trying to cast a spell on an ally must roll a
d20 first. On a roll of 10 or less, the spell is lost.
Regional Effects. The region containing Ygorl’s lair
is warped by its magic, creating one or more of the
following effects:

Ygorl as a Mythic Encounter


Ygorl is a powerful encounter on his own, but if the
adventurers want a true challenge fit for the gods, you
can use its Pure Chaos trait. Using this trait marks a
drastic turn in the encounter as Ygorl summons Shkiv,
the brass dragon. Once Ygorl summons Shkiv, he can
choose one of his mythic actions when he uses a
legendary action.
Read or paraphrase the following text when Ygorl uses
his Pure Chaos trait:
All around Ygorl, wind whips and colors fluctuate. As
its life begins to dwindle, these effects become less and
less pronounced. The sounds coming from the slaad
lord are alien, but before long, it becomes clear that the
sounds are the components of a ritual. Suddenly, a tear
opens up, with the plane of Limbo visible through the
rift. In the distance and rapidly approaching, a draconic
form rushes towards Ygorl. Within a moment, the Lord
of Entropy is riding its mighty mount. Shkiv unleashes
a powerful roar: the dragon has no desire to see its
master hurt.

Rewards
Fighting Ygorl as a mythic encounter is equivalent to
fighting two CR 23 creatures in one encounter. Award
a party 100,000 XP for defeating Ygorl after he uses
Pure Chaos. You can also reward them with the scythe of
Bryan Holmes

decimation or reigns of chaos in addition to any hoard or


other treasures Ygorl might hold.

97
YGORL, LORD OF ENTROPY
Ygorl, Lord of Entropy Entropic Touch. Melee Weapon Attack: +14 to hit, reach 5 ft., one
target. Hit: 16 (2d8 + 7) necrotic damage, and the target must
Large aberration, chaotic neutral
succeed on a DC 22 Constitution saving throw or gain one level
— of exhaustion.
Armor Class 20 (natural armor)
Hit Points 325 (26d10 + 182) Summon Slaadi (1/Day). Ygorl summons 1d4 + 1 death slaadi. A
Speed 40 ft., climb 40 ft., swim 40 ft. summoned slaad appears in an unoccupied space within 60 feet
of Ygorl, acts as an ally of Ygorl, and can’t summon other slaadi. It

STR DEX CON INT WIS CHA remains for 1 minute, until it or Ygorl dies, or until Ygorl dismisses
24 (+7) 18 (+4) 24 (+7) 20 (+5) 16 (+3) 26 (+8) it as an action.

Saving Throws Str +14, Con +14, Wis +10 Teleport. Ygorl teleports, along with any equipment it is wearing or
Damage Resistances acid, cold, fire, lightning, thunder carrying, up to 120 feet to an unoccupied space it can see.
Damage Immunities necrotic, poison; bludgeoning, piercing, and
slashing damage from nonmagical attacks Legendary Actions
Condition Immunities frightened, poisoned Ygorl can take 3 legendary actions, choosing from the options
Senses passive Perception 13 below. It can take only one legendary action at a time and only at
Languages all, telepathy 120 ft. the end of another creature’s turn. Ygorl regains spent legendary
Challenge 23 (50,000 XP) actions at the start of its turn.
— Scythe. Ygorl makes one attack with its scythe.
Entropic Aura. Each creature that is not a construct or
Teleport. Ygorl uses its Teleport action.
undead that ends its turn within 15 feet of Ygorl takes 14 (4d6)
Call the Void (Costs 3 Actions). Each creature that is not a
necrotic damage.
construct or undead within 30 feet of Ygorl must make a DC 22
Legendary Resistance (3/Day). If Ygorl fails a saving throw, it Constitution saving throw against Ygorl’s attempt to unmake
can choose to succeed instead. life, taking 42 (12d6) necrotic damage on a failed save, or half
Magic Resistance. Ygorl has advantage on saving throws against as much damage on a successful one. Ygorl then regains a
spells and other magical effects. number of hit points equal to half the total damage taken by all
affected creatures.
Innate Spellcasting. Ygorl’s innate spellcasting ability is Charisma
(spell save DC 23, +15 to hit with spell attacks). It can innately cast Mythic Actions
the following spells, requiring no material components: If Ygorl is a Mythic encounter, it can choose from the options
below as additional legendary actions while it possesses temporary
At will: blight, blink, chaos bolt , darkness, detect magic,
XGE
hit points from its Pure Chaos trait.
fly, shield
3/day each: circle of death, enervation XGE, phantasmal killer, symbol Breath Weapon. Shkiv exhales either a 60-foot line that is 5 feet
(discord only) wide or a 60-foot cone. Regardless of which form it takes, the
2/day each: finger of death, harm, mental prison XGE, power dragon must choose to either deal fire damage or put creatures
word pain XGE to sleep. Once used, this action can’t be used again until
1/day each: power word kill, power word stun, symbol (death it recharges.
only), weird Fire. Each creature affected by the breath weapon must
make a DC 18 Dexterity saving throw, taking 45 (13d6) fire
Pure Chaos (Mythic; Recharges after a Short or Long Rest). If
damage on a failed save, or half as much on a successful one.
Ygorl is reduced to 0 hit points, it is instead reduced to 1 hit point
Sleep. Each creature affected by the breath weapon
as the dragon Shkiv rushes to his aid. Ygorl gains 325 temporary hit
must succeed on a DC 18 Constitution saving throw or fall
points. While it possesses these temporary hit points, Ygorl’s size
unconscious for 10 minutes. This effect ends for a creature if
becomes Huge, and it gains a flight speed of 80 ft. and a burrow
the creature takes damage or someone uses an action to wake it.
speed of 30 ft.
Recharge Breath Weapon. Shkiv tries to recharge its Breath
Weapon action. Roll 1d6, recharging the breath weapon on a
Actions roll of 5 or 6.
Multiattack. Ygorl makes three attacks: two with its scythe and Dragon Attack. Melee Weapon Attack: +11 to hit, reach 10 ft., one
one with its Entropic Touch. target. Hit: 15 (2d6 + 6) damage. The dragon chooses if this is
Scythe. Melee Weapon Attack: +14 to hit, reach 10 ft., one bludgeoning, piercing, or slashing damage.
creature. Hit: 18 (2d10 + 7) slashing damage plus 19 (3d12) Wing Attack (Costs 2 Actions). Shkiv beats its wings. Each
necrotic damage. Any creature reduced to 0 hit points by this creature within 10 feet of Ygorl must succeed on a DC 19
attack dies, with its body and everything it is wearing and carrying, Dexterity saving throw or take 13 (2d6 + 6) bludgeoning
except magic items, exploding into a cloud of ash. The creature can damage and be knocked prone. Ygorl then flies up to half its
be restored to life only by means of a wish spell. flying speed.

98
YGORL, LORD OF ENTROPY
Zariel as a Mythic Encounter
Zariel is a powerful encounter on her own, but if the
adventurers want a true challenge fit for the gods, you
can use her Blessing of Avernus trait. Using this trait
marks a drastic turn in the encounter as Zariel taps into
the power source that she rules over. Once Zariel has
this blessing, she can choose one of her mythic actions
when she uses a legendary action.
Read or paraphrase the following text when Zariel uses
Zariel her Blessing of Avernus trait:
A pale reflection of the celestial she once was, Zariel Digging her sword deep into the ground at her feet,
now resembles a burning inferno. Her skin is scorched Zariel’s wings spread wide. For a moment, everything
and ashen, pale with the grace drained from it. Her is quiet; the only sound louder than a breath is the
wings, which used to possess thousands of ivory crackling fire emitting from her wings.
feathers, now range between warm magma and a Then, an explosion erupts all around you. Foliage all
waterfall made of fire. On Mount Celestia, her greatest around withers and dies, and the space around you
virtue was an unmatched determination—and this darkens as though clouds are covering the sun. A red
determination remains, only fueled by anger. light bathes the area and the smell of the dead and
Ideal. “I will empty the Nine Hells of even the smallest dying wafts from nearby. The sounds of screaming,
demonic incursion.” tortured souls can faintly be heard above the growl
Bond. “Drive back the infinite hordes of the Abyss. gathering in Zariel’s throat. The fallen angel has found
Fiend, celestial—it doesn’t matter who does the job.” her second wind.
Flaw. “When I set out to do something, I will accomplish
Rewards
it at any cost.”
Fighting Zariel as a mythic encounter is equivalent to
For DMs wanting to know more about Zariel, she has fighting two CR 26 creatures in one encounter. Award
warmtail

a small amount of information available in Fiendish a party 180,000 XP for defeating Zariel after she uses
Codex II for 3rd edition, as well as in 5th edition via Blessing of Avernus. You can also reward them with Bel’s
Mordenkainen’s Tome of Foes and the adventure Baldur’s coin, crown of Zariel, and a token of Avernus in addition to
Gate: Descent into Avernus. any other treasures that she might covet.

99
ZARIEL
Zariel’s Lair
Within Avernus, Zariel possesses an impressive basalt
citadel. It’s said the dead and dying are chained to the
walls, positioned nearly five miles away from the central
stronghold. If found on a plane other than Avernus,
Zariel can shape her surroundings to suit her fiendish
desires, bringing a little of home with her.
Lair Actions. On initiative count 20 (losing initiative
ties), Zariel can take a lair action to cause one of the
following effects; she can’t use the same effect two
rounds in a row:
• Zariel casts major image four times at its lowest
level, targeting different areas with the spell. Zariel
prefers to create images of intruders’ loved ones
being burned alive. Zariel doesn’t need to concentrate
on the spells, which end on initiative count 20 of the
next round. Each creature that can see these illusions
must succeed on a DC 26 Wisdom saving throw or
become frightened of the illusion for 1 minute. A
frightened creature can repeat the saving throw at
the end of each of its turns, ending the effect on itself
on a success.
• Zariel casts her innate fireball spell.
• Zariel uses her Archduke’s Summons mythic action.
Regional Effects. The region containing Zariel’s lair
is warped by her magic, which creates one or more of
the following effects:
• The area within 9 miles of the lair is filled with
screaming voices and the stench of burning meat.
• Once every 60 feet within 1 mile of the lair, 10-foot-
high gouts of flame rise from the ground. Any creature
or object that touches the flame takes 7 (2d6) fire
damage, though it can take this damage no more than
once per round.
• The area within 2 miles, but no closer than 500
IgorZh

feet, of the lair is filled with smoke, which causes


the area to be heavily obscured. The smoke can’t be
cleared away.

100
ZARIEL
Zariel, Lord of Avernus Actions
Large fiend (devil), lawful evil Multiattack. Zariel attacks twice with her longsword or with her
javelins. She can substitute Horrid Touch for one of these attacks.

Armor Class 21 (natural armor)
Longsword. Melee Weapon Attack: +16 to hit, reach 10 ft., one
Hit Points 580 (40d10 + 360)
target. Hit: 17 (2d8 + 8) slashing damage, or 19 (2d10 + 8)
Speed 50 ft., fly 150 ft.
slashing damage if used with two hands, plus 36 (8d8) fire damage.

STR DEX CON INT WIS CHA Javelin. Melee or Ranged Weapon Attack: +16 to hit, reach 10 ft. or
27 (+8) 24 (+7) 28 (+9) 26 (+8) 27 (+7) 30 (+10)
range 30/120 ft., one target. Hit: 15 (2d6 + 8) piercing damage plus

Saving Throws Int +16, Wis +16, Cha +18 36 (8d8) fire damage.
Skills Religion +16, Intimidation +18, Perception +16 Horrid Touch (Recharge 5-6). Zariel touches one creature within
Damage Resistances cold, fire, radiant; bludgeoning, piercing, 10 feet of her. The target must succeed on a DC 26 Constitution
and slashing from nonmagical attacks that aren’t silvered saving throw or take 44 (8d10) necrotic damage and be poisoned
Damage Immunities necrotic, poison for 1 minute. While poisoned in this way, the target is also blinded
Condition Immunities charmed, exhaustion, frightened, poisoned and deafened. The target can repeat the saving throw at the end of
Senses darkvision 120 ft., passive Perception 26 each of its turns, ending the effect on itself on a success.
Languages all, telepathy 120 ft.
Teleport. Zariel magically teleports, along with any equipment she
Challenge 26 (90,000 XP)
is wearing and carrying, up to 120 feet to an unoccupied space

Blessing of Avernus (Mythic; Recharges after a Short or Long
she can see.
Rest). If Zariel is reduced to 0 hit points, she is instead reduced Legendary Actions
to 1 hit point as Avernus itself heeds her call for additional power.
Zariel immediately gains 580 temporary hit points. While she Zariel can take 3 legendary actions, choosing from the options
possesses these hit points, she gains immunity to cold, fire, and below. Only one legendary action option can be used at a time
radiant damage and resistance to bludgeoning, piercing, and and only at the end of another creature’s turn. Zariel regains spent
slashing damage from nonmagical attacks. legendary actions at the start of her turn.

Devil’s Sight. Magical darkness doesn’t impede Zariel’s darkvision. Immolating Gaze (Costs 2 Actions). Zariel turns her magical
gaze toward one creature she can see within 120 feet of her and
Fiery Weapons. Zariel’s weapon attacks are magical. When she commands it to combust. The target must succeed on a DC 26
hits with any weapon, the weapon deals an extra 36 (8d8) fire Wisdom saving throw or take 22 (4d10) fire damage.
damage (included in the weapon attacks below). Teleport. Zariel uses her Teleport action.
Innate Spellcasting. Zariel’s innate spellcasting ability is Charisma Mythic Actions
(spell save DC 26). She can innately cast the following spells, If Zariel is a Mythic encounter, she can choose from the options
requiring no material components: below as additional legendary actions while she possesses
At will: alter self (can become Medium when changing her temporary hit points from her Blessing of Avernus trait.
appearance), detect evil and good, fireball, invisibility (self only), Infernal Retribution (Costs 2 Actions). Zariel glows with an
wall of fire inner fire. Until the start of her next turn, any creature that
3/day each: blade barrier, dispel evil and good, finger of death makes a melee attack against her takes 2d10 fire damage.
Legendary Resistance (3/Day). If Zariel fails a saving throw, she Corrupted Soul (Costs 2 Actions). Zariel’s eyes weep a black
can choose to succeed instead. ichor as she recognizes her fall from grace. All creatures who
can see Zariel within 120 feet of her must succeed on a DC 26
Magic Resistance. Zariel has advantage on saving throws against
Wisdom saving throw or become incapacitated until the start of
spells and other magical effects.
her next turn.
Regeneration. Zariel regains 20 hit points at the start of her turn. Archduke’s Summons (Costs 3 Actions). Zariel uses her
If she takes radiant damage, this trait doesn’t function at the start weapon and slices a hole in an unoccupied adjacent space. Zariel
of her next turn. Zariel dies only if she starts her turn with 0 hit summons 2d4 bearded devils, 1d4 barbed devils, or one erinyes.
points and doesn’t regenerate. A summoned devil appears in an unoccupied space within 60
feet of Zariel, acts as an ally to her, and can’t summon other
devils. It remains for 1 minute, until it or Zariel dies, or until
Zariel dismisses it as an action.

101
ZARIEL
Zuggtmoy
There are many ambulatory slimes, molds, and fungi on
the mortal planes, but most of them are mindless. Their
queen, Zuggtmoy, is not mindless, but her thoughts are
DMs wanting to know more about Zuggtmoy should
entirely alien. From a distance, her outline resembles
check out the following books: Book of Vile Darkness and
that of a thin female humanoid and could be mistaken
Fiendish Codex 1 from 3rd edition. For 5th edition, check
for a giant from afar. Up close, it’s quite easy to see the out Mordenkainen’s Tome of Foes, and the adventure Out
Marcel Budde

garden of fungus, lichen, and mycelia that dapple and of the Abyss, which heavily features the Lady of Fungi.
drape themselves around her like clothing.
As a near force of nature, Zuggtmoy has no ideals,
bonds, or flaws. She is absolutely alien to any
non-plant mind.
102
ZUGGTMOY
Zuggtmoy’s Lair Zuggtmoy as a Mythic Encounter
While Zuggtmoy possesses a main lair deep within Zuggtmoy is a powerful encounter on her own, but if
the Abyss, the Lady of Rot causes growth wherever the adventurers want a true challenge fit for the gods,
she strides. After only a few hours, her lair establishes you can use her Horrifying Bloom trait. Using this trait
itself by crawling along surfaces where sunlight doesn’t marks a drastic turn in the encounter as Zuggtmoy uses
reach. Within a few days, her lair is well-established. rejuvenating spores. Once Zuggtmoy uses this trait, she
can choose one of her mythic actions when she uses a
This effect remains until she moves out of the lair, after
legendary action.
which it fades in about a week. Read or paraphrase the following text when Zuggtmoy
Lair Actions. On initiative count 20 (losing initiative uses her Horrifying Bloom trait:
ties), Zuggtmoy can take a lair action to cause one of
the following effects; she can’t use the same effect two After slicing and bashing fungus and slime molds off of
rounds in a row: Zuggtmoy’s body, her lair is littered with the remnants
of your battle. Her form has become more ragged, her
• Zuggtmoy causes four gas spores or violet fungi to skin looking more like tilled soil than anything made of
appear in unoccupied spaces that she chooses within flesh and blood. Her face is impossible to read, but her
the lair. They vanish after 1 hour. body betrays her emotions well: she’s scared.
• Up to four plant creatures that are friendly to
All of a sudden, her body stiffens and straightens.
Zuggt­moy and that Zuggtmoy can see can use their
All the plant and fungal growth in her lair and on
reactions to move up to their speed and make one
her body begin emitting spores, filling the air with a
weapon attack.
whirl of dangerous colors. Her so-called “clothing”
• Zuggtmoy uses either her Infestation Spores or her
was resplendent before: a chaotic yet beautiful mix of
Mind Control Spores, centered on a mushroom or
textures and patterns. Now stands before you a creature
other fungus in her lair instead of herself.
that’s unrecognizable: a pile of fungus, slimes, and
Regional Effects. The region containing Zuggtmoy’s molds with no discernable form—and yet, she remains
lair is warped by her magic, creating one or more of the a creature of intimidating power.
following effects:
Rewards
• Molds and fungi grow on surfaces within 6 miles
Fighting Zuggtmoy as a mythic encounter is equivalent
of the lair, even where they would normally find to fighting two CR 23 creatures in one encounter. Award
no purchase. a party 100,000 XP for defeating Zuggtmoy after she
• Plant life within 1 mile of the lair becomes infested uses Horrifying Bloom. You can also reward them with
with parasitic fungi, slowly mutating as it is a sporogenesis cloak, and the spell mycelial home in
overwhelmed. addition to any other treasures that she might covet.
• Creatures who rest within 1 mile of the lair must
succeed on a DC 17 Wisdom saving throw or gain
the following flaw, which can be removed by a
Alexandra Petruk

greater restoration or wish spell, or when Zuggtmoy


is defeated: “Seemingly at random, I become Madness of Zuggtmoy
catatonic. When I do, mushrooms express themselves If a creature goes mad in Zuggtmoy’s lair or within
across my skin.” line of sight of the demon lord, roll on the Madness
of Zuggtmoy table to determine the nature of the
madness, which is a character flaw which can be
removed by a greater restoration or wish spell, or when
Zuggtmoy is defeated:
Madness of Zuggtmoy
d100 Flaw (lasts until cured)
01-20 “I see visions in the world around me that others do not.”
21-40 “I periodically slip into a catatonic state, staring off into
the distance for long stretches at a time.”
41-60 “I see an altered version of reality, with my mind
convincing itself that things are true even in the face of
overwhelming evidence to the contrary.”
61-80 “My mind is slipping away, and my intelligence seems
to wax and wane.”
80-00 “I am constantly scratching at unseen fungal
infections.”

103
ZUGGTMOY
Zuggtmoy 19 Constitution saving throw. On a successful save, the creature
can’t be infected by these spores for 24 hours. On a failed save, the
Large fiend (demon), chaotic evil
creature is infected with a disease called the Spores of Zuggtmoy
— and also gains a random form of madness (determined by rolling
Armor Class 18 (natural armor)
on the Madness of Zuggtmoy table) that lasts until the creature
Hit Points 304 (32d10 + 128)
is cured of the disease or dies. While infected in this way, the
Speed 30 ft.
creature can’t be reinfected, and it must repeat the saving throw at

STR DEX CON INT WIS CHA the end of every 24 hours, ending the infection on a success. On a
22 (+6) 15 (+2) 18 (+4) 20 (+5) 19 (+4) 24 (+7) failure, the infected creature’s body is slowly taken over by fungal
growth, and after three such failed saves, the creature dies and is

Saving Throws Dex +9, Con +11, Wis +11 reanimated as a spore servant if it’s a type of creature that can be
Skills Perception +11 (see the “Myconids” entry in the Monster Manual).
Damage Resistances cold, fire, lightning
Mind Control Spores (Recharge 5–6). Zuggtmoy releases spores
Damage Immunities poison; bludgeoning, piercing, and slashing
that burst out in a cloud that fills a 20-foot-radius sphere centered
damage from nonmagical attacks
on her, and it lingers for 1 minute. Humanoids and beasts in the
Condition Immunities charmed, exhaustion, frightened, poisoned
cloud when it appears, or that enter it later, must make a DC 19
Senses truesight 120 ft., passive Perception 21
Wisdom saving throw. On a successful save, the creature can’t
Languages all, telepathy 120 ft.
be infected by these spores for 24 hours. On a failed save, the
Challenge 23 (50,000 XP)
creature is infected with a disease called the Influence of Zuggtmoy

Innate Spellcasting. Zuggtmoy’s spellcasting ability is Charisma
for 24 hours. While infected, the creature is charmed by her and
can’t be reinfected by these spores.
(spell save DC 22). She can innately cast the following spells,
requiring no material components:
Reactions
At will: detect magic, locate animals or plants, ray of sickness Protective Thrall. When Zuggtmoy is hit by an attack, one
3/day each: dispel magic, ensnaring strike, entangle, insect plague, creature within 5 feet of Zuggtmoy that is charmed by her must
plant growth use its reaction to be hit by the attack instead.
1/day each: etherealness, teleport
Legendary Resistance (3/Day). If Zuggtmoy fails a saving throw, Legendary Actions
she can choose to succeed instead. Zuggtmoy can take 3 legendary actions, choosing from the options
below. Only one legendary action option can be used at a time and
Magic Resistance. Zuggtmoy has advantage on saving throws
only at the end of another creature’s turn. Zuggtmoy regains spent
against spells and other magical effects.
legendary actions at the start of her turn.
Magic Weapons. Zuggtmoy’s weapon attacks are magical.
Attack. Zuggtmoy makes one pseudopod attack.
Horrifying Bloom (Mythic; Recharges after a Short or Long Exert Will. One creature charmed by Zuggtmoy that she can see
Rest). If Zuggtmoy is reduced to 0 hit points, she is reduced to must use its reaction to move up to its speed as she directs or to
1 hit point instead as all verdant growth in her lair blooms at the make a weapon attack against a target that she designates.
same time, filling the area with spores. Zuggtmoy immediately Mythic Actions
gains 304 temporary hit points and all creatures within 120 feet
of Zuggtmoy must succeed on a DC 17 Wisdom saving throw If Zuggtmoy is a Mythic encounter, she can choose from the
or become charmed by her. A creature charmed in this way can options below as additional legendary actions while she possesses
repeat the saving throw at the end of each of its turns, ending the temporary hit points from her Horrifying Bloom trait:
effect on itself on a success. Recharge Spores. Zuggtmoy tries to recharge her Mind
While Zuggtmoy possesses these temporary hit points, bright Control Spores.
light becomes dim light if it is within 120 feet of her, and creatures Constriction. Ranged Spell Attack: +13 to hit, reach 120 ft., one
in the area have disadvantage on Wisdom (Perception) checks. A creature. Hit: The creature is grappled (escape DC 17). Until
creature that starts its turn within 30 feet of Zuggtmoy is poisoned this grapple ends, the target is restrained by plant growth
until the beginning of its next turn. from the lair.
Engulf (Costs 2 Actions). Zuggtmoy makes one pseudopod
Actions attack. Instead of dealing damage, she pulls the target into her
Multiattack. Zuggtmoy makes four pseudopod attacks. body unless it succeeds on a DC 21 Strength saving throw. The
target is blinded, restrained, and unable to breathe, and it must
Pseudopod. Melee Weapon Attack: +13 to hit, reach 10 ft., one
succeed on a DC 17 Constitution saving throw at the start of
target. Hit: 15 (2d8 + 6) bludgeoning damage plus 9 (2d8)
each of Zuggtmoy’s turns or take 17 (2d10 + 6) bludgeoning
poison damage.
damage. If Zuggtmoy moves, the engulfed target moves with her.
Infestation Spores (3/Day). Zuggtmoy releases spores that At the end of each of its turns, a creature can repeat its
burst out in a cloud that fills a 20-foot-radius sphere centered on Strength saving throw, ending the blinded and restrained
her, and it lingers for 1 minute. Any flesh-and-blood creature in conditions and ending its turn in the nearest unoccupied space
the cloud when it appears, or that enters it later, must make a DC to Zuggtmoy.

104
ZUGGTMOY
Zuthnagoti Lair Actions. On initiative count 20 (losing initiative
ties), Zuthnagoti takes a lair action to cause one of
Abandoned by the dark prince Graz’zt, Zuthnagoti tried the following effects; he can’t use the same effect two
to unite tribes of lizardfolk with the hopes of storming rounds in a row:
the Abyss with an army. Thus far, his success has been
moderate: he has brought thousands of lizardfolk into • Zuthnagoti chooses a creature he can see within 120
the Abyss, but his attempts at pledging the army to a feet of him. If the creature moves before the next lair
demon prince has not been met with any approval. action is used, a demonic device resembling a bear
Like other molydeuses, Zuthnagoti looks like a large, trap snaps shut on the creature’s leg, reducing its
muscular humanoid with crimson skin. His head is that movement speed to 0.
of a jackal, his legs powerful and cloven-hooved, and • Zuthnagoti chooses a creature he can see within
a long serpent protrudes from his neck, possessing an 120 feet of him. The next time Zuthnagoti uses a lair
independent mind. Zuthnagoti stands even taller than action, if the creature hasn’t moved, several arrow
most of his kin at 14 feet tall. slits open across the lair and immediately fire a volley
of arrows. This volley attacks with a +16 bonus to hit,
Ideal. “There’s nothing better than a demon who and deals 11 (2d10) piercing damage on a hit.
deserves punishment.” • Zuthnagoti chooses a creature he can see within 120
Bond. “I will get my revenge against Graz’zt. If he wants feet of him. If the creature moves more than half of
to stop me, he’ll have to kill me.” its speed in a turn, a net falls upon the target and
Flaw. “The only thing that matters to me is my restrains it until it or another creature uses its action
revenge. Some call me myopic, but I prefer ‘cunning’ to remove the net.
or ‘focused’.”
Regional Effects. The region containing Zuthnagoti’s
For DMs looking for more information about Zuthnagoti, lair is warped by the creature’s blasphemous presence,
the Molydeus was used in an adventure hook in the 3rd creating the following magical effects:
edition book Fiendish Codex I: Hordes of the Abyss.
• A thin red fog coats the ground both indoors and out
within 1 mile of the lair. Creatures suffer disadvantage
Zuthnagoti’s Lair on checks made to spot traps within this fog.
Most demons don’t take a lair, but Zuthnagoti has found • Weapons that deal slashing damage are sharpened of
that a lair full of traps is exceptionally useful. Whenever their own volition. Within 1 mile of the lair, slashing
Wizards of the Coast

Zuthnagoti is on a hunt, he will prepare a lair and try to weapons score critical hits on a roll of 19 or 20.
maneuver his prey towards it. • Snakes and other reptiles become more openly
aggressive towards other creatures within 1 mile
of the lair.

105
ZUTHNAGOTI
Zuthnagoti Zuthnagoti as a Mythic Encounter
Huge fiend (demon), chaotic evil Zuthnagoti is a powerful encounter on his own, but if
the adventurers want a true challenge fit for the gods,

Armor Class 19 (natural armor) you can use his Sworn to Revenge trait. Using this trait
Hit Points 216 (16d12 + 112) marks a drastic turn in the encounter as Zuthnagoti
Speed 40 ft. declares his vengeance against Graz’zt incomplete. Once

STR DEX CON INT WIS CHA Zuthnagoti uses this trait, he can choose one of his
28 (+9) 22 (+6) 25 (+7) 21 (+5) 24 (+7) 24 (+7) mythic actions when he uses a legendary action.
Read or paraphrase the following text when Zuthnagoti

Saving Throws Str +16, Con +14, Wis +14, Cha +14 uses his Sworn to Revenge trait:
Skills Perception +21
Damage Resistances cold, fire, lightning, necrotic; bludgeoning, Falling back, Zuthnagoti spits a wad of blood and mucus
piercing, and slashing damage from nonmagical attacks to the ground. “This wasn’t supposed to happen this
Damage Immunities poison way. I’ve commanded balors! I’ve laid waste to the vilest
Condition Immunities charmed, exhaustion, frightened,
traitors in all of the Abyss. Why should I fall to you?
poisoned, stunned
Senses truesight 120 ft., passive Perception 31 Why should you be the ones to take my revenge away
Languages Abyssal, telepathy 120 ft. from me? Who will punish the Dark Lord in my stead?”
Challenge 21 (33,000 XP) His cries seem to have touched some otherworldly ear,
for his wounds immediately begin to scab over and turn

Innate Spellcasting. Zuthnagoti’s innate spellcasting ability is to stone. A green cloud surrounds his form, and a wave
Charisma (spell save DC 22). He can innately cast the following
of purple energy washes outwards, pushing everyone
spells, requiring no material components:
away. The snake head attached to his neck turns, and
At will: dispel magic, polymorph, telekinesis, teleport speaks: “Defeat these interlopers and I’ll accept your
3/day: lightning bolt
1/day: imprisonment
claim to revenge. Your army will join mine, and we will
lay waste to Graz’zt. Do not fail me.”
Legendary Resistance (3/Day). If Zuthnagoti fails a saving
throw, he can choose to succeed instead.
Rewards
Magic Resistance. Zuthnagoti has advantage on saving throws Fighting Zuthnagoti as a mythic encounter is equivalent
against spells and other magical effects.
to fighting two CR 21 creatures in one encounter. Award
Magic Weapons. Zuthnagoti’s weapon attacks are magical. a party 66,000 XP for defeating Zuthnagoti after he
Sworn to Revenge (Mythic; Recharges after a Short or uses Sworn to Revenge. You can also reward them with
Long Rest). If Zuthnagoti is reduced to 0 hit points, he is the bane of Graz’zt, in addition to any other treasures
reduced to 1 hit point instead as other demon princes treat the he may covet.
molydeus to a fiendish boon. Zuthnagoti immediately gains 216
temporary hit points. While he benefits from these temporary
hit points, if Zuthnagoti starts his turn with no remaining uses of
his Legendary Resistance trait, he regains one use. Additionally,
when this trait is activated, all creatures within 60 feet of
Zuthnagoti are immediately pushed 30 feet away from him. Legendary Actions
Zuthnagoti can take 3 legendary actions, choosing from the
Actions options below. Only one legendary action option can be used at
Multiattack. Zuthnagoti makes three attacks: one with his a time and only at the end of another creature’s turn. Zuthnagoti
weapon, one with his wolf bite, and one with his snake bite. regains spent legendary actions at the start of his turn.
Demonic Weapon. Melee Weapon Attack: +16 to hit, reach 15 Attack. Zuthnagoti makes one attack, either with his demonic
ft., one target. Hit: 20 (2d10 + 9) slashing damage. If the target weapon or with his snakebite.
has at least one head and Zuthnagoti rolled a 20 on the attack Move. Zuthnagoti moves without provoking opportunity attacks.
roll, the target is decapitated and dies if it can’t survive without Cast a Spell. Zuthnagoti casts a spell with a casting time of 1
that head. A target is immune to this effect if it takes none of action or 1 bonus action from his Innate Spellcasting trait.
the damage, has legendary actions, or is Huge or larger. Such a
creature takes an extra 6d8 slashing damage from the hit.
Mythic Actions
If Zuthnagoti is a Mythic encounter, he can choose from the
Wolf Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one options below as additional legendary actions while he possesses
target. Hit: 16 (2d6 + 9) piercing damage. temporary hit points from his Sword to Revenge trait:
Snake Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one Gaze of Insanity. A target of Zuthnagoti’s choice within 60 feet
creature. Hit: 12 (1d6 + 9) piercing damage, and the target suffers the effect of the confusion spell without making a
must succeed on a DC 22 Constitution saving throw or its hit saving throw. The effect lasts until the start of Zuthnagoti’s
point maximum is reduced by an amount equal to the damage next turn. Zuthnagoti doesn’t need to concentrate on the spell.
taken. This reduction lasts until the target finishes a long rest. A Taste of Undeath. Zuthnagoti casts chill touch (17th level).
The target transforms into a manes if this reduces its hit point Phantasmal Killer (Costs 2 Actions). Zuthnagoti casts
maximum to 0. This transformation can be ended only by a phantasmal killer, no concentration required.
wish spell.

106
ZUTHNAGOTI
Mythic Spells
Spell
Level Spell Source Artificer Cleric Druid Sorcerer Warlock Wizard
9th Baphomet’s perfect form Baphomet ✓
5th breathball/breathdoom Miirym ✓ ✓
3rd fire wings Brassheart ✓ ✓ ✓
9th force burn Iymrith ✓ ✓
6th investiture of ooze Juiblex ✓ ✓ ✓ ✓
9th Ioulaum’s longevity Itzigra’tz ✓ ✓
9th Klauth’s everlasting life Klauth ✓ ✓ ✓
9th Maelestor’s plant growth Maelestor Rex ✓ ✓
9th marut’s march Unit Zero ✓ ✓
9th mycelial home Zuggtmoy ✓ ✓ ✓
9th Palarandusk’s dweomer drain Palarandusk ✓ ✓
5th trebuchet Spirit of Hotenow ✓ ✓ ✓
9th voice of the undead Orcus ✓ ✓
9th Waethra’s warm welcome Adamastor ✓
3rd whipstrike Palarandusk ✓ ✓
5th Yeenoghu’s corpse curse Yeenoghu ✓ ✓ ✓

Appendix A - Spells • You can attack twice, instead of once, when you take
the Attack action on your turn. You ignore this benefit
his appendix contains numerous

T
if you already have a feature, like Extra Attack, that
spells that can be learned by defeating gives you extra attacks.
mythic foes. Provided is a table which
marks what classes can learn the spell, in In addition to these benefits, you gain one additional
addition to other details. This is followed benefit depending on your choice of one of the following
by the spells in alphabetical order. demons: Bulezau, Ghour, or Goristro.
Bulezau. You grow a barbed tail. As a bonus action,
Baphomet’s Perfect Form you can make a natural weapon attack with this tail
9th-level transmutation (mythic) against a creature you can see within 10 feet. Add your
Strength modifier to attack and damage rolls with this
Classes: Wizard tail. On a hit, you deal 1d10 piercing damage and the
Casting Time: 1 action target is grappled by your tail. A creature grappled
Range: Self this way can use its action to make a Strength check
Components: V, S, M (the horn of a bull) against your spell save DC, breaking free of the grapple
Duration: 1 minute on a success.
You embody the cursed magic of Baphomet to alter Ghour. As a bonus action, you emit a terrible bellow.
your form into that of one of his creations. Until the Creatures of your choice within 60 feet must succeed
spell ends, you can’t cast spells, and you gain the on a Constitution saving throw or become stunned until
following benefits: the start of your next turn. A creature that succeeds on
this saving throw is deafened until the start of your next
• You gain 150 temporary hit points. If any of these turn instead.
remain when the spell ends, they are lost. Goristro. As a bonus action, you perform a rampaging
• Your Strength and Dexterity scores become 25 (+7), charge. Choose a direction, or determine one at
and your AC becomes 20. random by rolling a d8. You charge forward 30 feet in
• Your size becomes Large, unless you would that direction without provoking opportunity attacks.
otherwise be bigger. Each creature whose space you’d enter must succeed
• A greataxe appears in your hand, which you are on a Strength saving throw or take 2d10 bludgeoning
proficient with. This axe deals 2d12 slashing damage and be knocked prone. If you determined your
damage on a hit. direction randomly, creatures make this save with
• You have proficiency in Strength, Dexterity, and disadvantage. This charge stops early if you collide with
Constitution saving throws. an object solid enough to slow your movement, such as
a stone wall or a corporeal Gargantuan creature.
107
APPENDIX A - SPELLS
Breathball/Breathdoom arms or cast spells that require somatic components,
5th-level transmutation (mythic) and you gain the following benefits:

Classes: Sorcerer, Wizard • The wings shed bright light in a 60-foot radius and
Casting Time: 1 action dim light for an additional 60 feet.
Range: Touch • You gain a flying speed equal to your walking speed.
Components: V, S, M (a jarred pepper) • Any creature who starts its turn within 5 feet of you,
Duration: Concentration, up to 1 minute or moves to within 5 feet of you for the first time on
their turn takes 1d6 fire damage.
You touch one willing creature and imbue it with
• You can use your action to make a melee spell attack
the power to spew magical energy from its mouth,
with these fiery wings. On a hit, the target takes 4d6
provided it has one. Choose acid, cold, fire, lightning, or
fire damage and is pushed back 5 feet.
poison. Until the spell ends, the target can perform the
following two actions: This spell ends immediately if you are fully
Breathball. The creature can use an action to exhale submerged in water.
energy of the chosen type at a point it can see within 90
feet. Each creature in a 20-foot-radius sphere centered Force Burn
on that point must make a Dexterity saving throw, 9th-level evocation (mythic)
taking 4d6 damage of the chosen type on a failed save, Classes: Sorcerer, Wizard
or half as much damage on a successful one. Casting Time: 1 action
Breathdoom. The creature can use its action to exhale Range: Self (300-foot line)
a globe of breath energy, which lingers at a chosen point Components: V, S
within 90 feet. While this globe lingers, you are unable Duration: Instantaneous
to use your action to trigger this spell again. When you
create this globe, you must determine a circumstance You point an outstretched hand and unleash a glowing
that will trigger the globe to detonate. The triggering cylindrical bolt that travels in a 5-foot-wide line in the
circumstance can be as general or as detailed as you direction of your choice, stopping early if it collides
like, though it must be based on visual or audible with a solid object. Starting with the closest creature
conditions that occur within 30 feet of the globe. For to you and moving outwards until a target fails its
example, you could instruct the globe to detonate when saving throw, each creature in the area must make a
any creature moves within 30 feet of the object or when Dexterity saving throw. On a failed save, the bolt strikes
a silver bell rings within 30 feet of it. the target. If the creature is incapable of casting spells,
The base damage of the globe is 6d6. If at the end of or is a construct, it is unaffected. Otherwise, the target
your turn the globe has not yet detonated, the damage loses its highest available spell slot, and takes 2d10
increases by 1d6. If the globe is touched before the force damage for each level of the slot lost (minimum
spell ends (and it has not yet triggered), the creature of 10d10). The bolt then stops, affecting no more
touching it must make a Dexterity saving throw. On creatures. On a successful save, the target is unaffected,
a failed save, the spell ends immediately, causing and the next closest creature (if any remain) makes its
the globe to erupt in flame. On a successful save, the saving throw against the spell.
creature can push the globe up to 20 feet. If it strikes If a phaerimm (see sidebar) is targeted by this spell, it
a creature or a solid object, the spell ends, and the can’t benefit from its Magic Eater feature and loses two
globe explodes. of its highest available spell slots.
If the target of this spell already has a breath weapon,
either innate or from another spell or magic item, they Phaerimm
can use Breathball or Breathdoom as a bonus action The phaerimm, also called thornbacks and magic
instead of an action. grubs, are a race of evil, sorcerous creatures that
look like perforated windsocks. However, what
Fire Wings makes the phaerimm truly terrifying is their ability
3rd-level transmutation (mythic) to consume magic. The presence of a phaerimm is
enough to dessicate the land and weaken life around
Classes: Druid, Sorcerer, Wizard it as it absorbs the weave energy that persists
Casting Time: 1 action throughout the world.
Range: Self Iymrith developed this spell to counter the magic-
Components: V, S, M (a gold amulet in the shape of a eating abilities of phaerimm that were also drawn to
phoenix containing ashes from phoenix fire, worth at the magic artifacts of Anauroch, who would otherwise
least 50 gp) overrun and consume all the ancient Netherese artifacts
Duration: Concentration, up to 1 hour to be found there.
You can find statistics for the Phaerimm in each of
Your outstretched arms smolder and suddenly burst the four stages of their life cycle in Amarune’s Almanac:
into red-hot flames, replacing your arms and anything The Underdark, as well as more information about their
you are wearing or carrying with fiery wings. Until the culture and lair. Phaerimm first appeared in the Anauroch
spell ends, you can’t hold objects or weapons with your sourcebook for AD&D 2nd Edition.
108
APPENDIX A - SPELLS
Investiture of Ooze Ioulaum’s Longevity
6th-level transmutation (mythic) 9th-level transmutation (mythic)
Classes: Druid, Sorcerer, Warlock, Wizard Classes: Warlock, Wizard
Casting Time: 1 action Casting Time: 1 minute
Range: Self Range: Self (150-foot radius)
Components: V, S Components: V, S
Duration: Concentration, up to 10 minutes Duration: Instantaneous
Until the spell ends, your body becomes an ooze-like At the culmination of the casting of this spell, a burst of
liquid that you can make rigid and shape to your needs. mist spreads out through the area of effect of the spell
This grants you the following benefits: and then immediately retracts back into you. This mist
spreads around corners. Creatures in this area must
• You have resistance to bludgeoning, piercing, and
succeed on a Constitution saving throw, taking 6d12
slashing damage from nonmagical attacks. Whenever
necrotic damage on a failed save, or half as much on a
you suffer a critical hit or are reduced to 0 hit points,
successful one. For each target killed by this damage,
all creatures within 5 feet of you take acid damage
add a number of years to your lifespan equal to its
equal to your character level.
challenge rating. Constructs, undead, and creatures of
• You can move through a space as narrow as 1 inch
CR ¼ or less do not contribute to the lifespan gained.
wide without squeezing.
• You have a climbing speed equal to your walking Klauth’s Everlasting Life
speed, and can move up, down, and across vertical 9th-level transmutation (mythic)
surfaces and upside down along ceilings while
retaining the use of your hands. Classes: Druid, Warlock, Wizard
• You can use your action to spread sticky ooze on a Casting Time: 1 minute
creature within 5 feet of you. The target must succeed Range: Touch
on a Dexterity saving throw or become restrained by Components: V, S, M (an intact dragon egg, which the
Jack Holliday

the ooze. A creature restrained this way can use its spell consumes)
action to make a Strength check against your spell Duration: Instantaneous
save DC, breaking free on a successful one. As part of the casting of this spell, you must consume
the dragon egg used as a material component. In doing
so, you suffuse your body and mind with the magic
of creation latent within the egg. Your body does not
change, but your life essence returns to that of your
prime. Your hit points are fully restored, all conditions
and diseases affecting you end, and any injuries you’ve
sustained are healed. If you were afflicted by any curses,
including attunement to a cursed magic item, the curses
end. Any reduction to your ability scores or your hit
point maximum ends as well.
In addition to the benefits above, if the dragon egg
consumed is of a dragon variety you have not consumed
with this spell before, you gain an additional Hit Die.
This die is a d20. Roll that Hit Die, add your Constitution
modifier to the roll, and add the total (minimum of 1) to
your hit point maximum.
For 1 year after consuming a dragon egg with this
spell, any dragon that is aware of you can detect the
presence of this effect.

Maelestor’s Plant Growth


9th-level necromancy (mythic)
Classes: Druid, Wizard
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a vial of swamp water from a
black dragon’s lair)
Duration: Instantaneous
You draw moisture from every creature in a 60-foot
cube centered on a point you choose within range. Each
109
APPENDIX A - SPELLS
creature in that area must make a Constitution saving Marut’s March
throw. Constructs, plants, and undead aren’t affected. A 9th-level divination (mythic)
creature takes 12d12 necrotic damage on a failed save,
or half as much damage on a successful one. Classes: Cleric, Wizard
Nonmagical plants in the area, such as blights, trees, Casting Time: 1 action
and shrubs, become infused with the moisture drawn Range: Touch
from the affected creatures. Components: S, M (a marut’s eye)
For each 20 points of necrotic damage done by this Duration: Instantaneous
spell, you can choose one of the following options: By touching the marut’s eye used to cast this spell
Plant Wall. You create a 10-foot cube within the area to a creature within range, you focus the eye on that
of the spell and fill it with tangled plant growth. These creature. Until you or the target of this spell die, you
areas need not be congruent, but gain no additional know where that creature is at all times. You can use
effect if they overlap. Any creature caught in this area the teleport spell to teleport within 30 feet of the target
must succeed on a Dexterity saving throw, or become with no chance of failure. When you cast the plane
restrained by the plants. On a successful save, the shift spell, you can specify the target as the destination
creature moves to the nearest unoccupied space not of the spell.
affected by the plant growth. A creature restrained
by the plants can use its action to make a Strength Mycelial Home
check against your spell save DC. On a success, it frees 9th-level transmutation (mythic)
itself. Each cube has an AC of 20, 50 hit points, and is
Classes: Cleric, Druid, Wizard
vulnerable to fire damage. Reducing a cube to 0 hit
Casting Time: 1 action
points destroys it.
Range: Self
Infuse Plant. Choose a plant creature within the area
Components: V, S, M (a fragment of a myconid
of the spell. It grows in size, as if affected by the enlarge
sovereign worth 1000 gp, which the spell consumes)
option of the enlarge/reduce spell.
Duration: Special
You thrust a small chunk of the myconid sovereign
into the ground at your feet, and begin preparing it to
flourish. A small, nondescript mushroom sprouts on the
ground at your feet. If left unhindered, the mushroom
reproduces and grows over the course of the next 24
hours, spreading at a rate of 10 feet per hour in each
horizontal direction. The mycelium covers the ground,
devouring grasses and other plant life, consuming even
tall trees and replacing them with fungal equivalents.
The mycelium can pass through loose dirt and sand, but
not rock or stone. It can’t cross bodies of water, but it
can cover wooden structures like bridges.
The spread can be stopped if dispel magic or a similar
spell is cast at 9th-level on the exact spot of the original
mushroom. If dispelled, the mycelium spread will
recede at the same rate it grew until it is gone. If the
mycelium grows to its full extent over the complete 24
hours, it becomes a permanent transformation.
The mycelial home provides a number of effects,
both beneficial and detrimental to certain creatures.
Constructs, elementals, oozes, plants, and undead are
immune to these effects.
Dancing Lights. A creature that takes a long rest
within this area can cast the spell dancing lights,
without requiring components or maintaining
concentration. The lights created must illuminate areas
within the mycelium, and appear as fluorescent fungi. If
this spell is cast again by a creature, any lights created
previously fade.
Bruno Balixa

Madness of Mycelium. A creature that spends at least


24 hours within the area of the mycelium succumbs
to histoplasmosis, a disease that prevents the creature
from leaving an area covered in mycelium. After 24
hours has passed, the creature can make a Wisdom
110
APPENDIX A - SPELLS
saving throw, temporarily suppressing the disease something, the object and what it strikes each take
for the next 24 hours. A creature that fails this saving 10d8 bludgeoning damage.
throw outside the mycelium area will be overcome with If you choose to spend 1 minute casting this spell,
a need to return to it until the disease is cured or it you can prepare the object with magical flames. When
successfully does so. you do so, any creatures damaged by this spell take an
Mycelial Network. A creature that takes a long rest additional 8d6 fire damage.
within this area can use its action to sink into the
mycelium, disappearing. It can breathe normally in this Voice of the Undead
space, is incapacitated, gains blindsight out to a 30- 9th-level necromancy (mythic)
foot radius originating from the point it sank into the Classes: Cleric, Wizard
mycelium, and has full cover. While hidden this way, the Casting Time: 1 action
creature can use its action to emerge at any point within Range: Self (120-foot radius)
30 feet of the point where it sank in, so long as it’s also Components: V, S, M (a finger bone from a fiend worth
within the area of the mycelium. at least 250 gp, which the spell consumes)
Spore Servants. Any other Large or smaller creature Duration: Instantaneous
that dies within the area becomes a spore servant (the
rules for which are found in the Monster Manual). As a You let out a deep and booming voice, so loud that it
spore servant, it tends to the mycelial home and defends could wake the dead. Each undead within the area of
it against any threats. this spell must succeed on a Charisma saving throw or
become charmed by you, allowing you to command it to
Palarandusk’s Dweomer Drain act on your behalf.
9th-level transmutation (mythic) On each of your turns, you can use a bonus action to
mentally command any creature charmed by this spell
Classes: Cleric, Wizard if the creature is within 120 feet of you (if you control
Casting Time: 1 action multiple creatures, you can command any or all of them
Range: Touch at the same time, issuing the same command to each
Components: V, S, M (a magic item) one). You decide what action the creature will take
Duration: Instantaneous and where it will move during its next turn, or you can
You read aloud an incantation that activates the issue a general command, such as to guard a particular
dweomers on a magic item you touch. As part of the chamber or corridor. If you issue no commands, the
casting of this spell, you can expend any number of creature only defends itself against hostile creatures.
charges held in that item (a minimum of 1). If the item Once given an order, the creature continues to follow it
has no charges, it is considered to have a single charge until its task is complete.
for the purposes of this spell. You regain a spell slot with Undead with a CR 3 or greater can repeat this saving
a level equal to the number of charges expended (up throw once every 24 hours, ending the charmed
to a maximum of 8th level). Also, roll 1d6 per charge condition on a successful save.
expended, and regain that many hit points. Any hit
points you gain in excess of your maximum are gained Waethra’s Warm Welcome
as temporary hit points instead. 9th-level abjuration
If casting this spell would expend the last charge of an Classes: Wizard
item that would have you roll a d20 to determine if the Casting Time: 1 action
item becomes nonmagical or is destroyed, you treat the Range: Self (150-foot radius)
result as a 1. Components: V, S, M (two daggers, a thread of
spiderweb, the eye of a phase spider, and a small
Trebuchet
amount of ichor taken from an astral dreadnought
5th-level transmutation (mythic)
worth 1,000 gp, which this spell consumes)
Classes: Sorcerer, Wizard, Artificer Duration: Instantaneous
Casting Time: 1 action or 1 minute A flickering magical light forms at your fingertips and
Range: 60 ft extends outwards to the range of this spell, creating a
Components: S bubble of magic that prevents intrusion. Any creature
Duration: Instantaneous that attempts to move into or through this area by
Choose one object weighing between 25 and 100 magical means (such as teleportation, psionics, or by
pounds within range that isn’t being worn or carried. travelling along the Astral or Ethereal Planes) for the
The object flies in an arc up to 150 feet in a direction first time on their turn is teleported into an extra-
you choose before falling to the ground, stopping early dimensional space of absolute darkness. Small motes
if it impacts against a solid surface. If the object would of raw arcane energy float in this space, providing the
strike a creature, that creature must make a Dexterity only light. The target ‘falls’ through this area, striking
saving throw. On a failed save, the object strikes the 10 of these lights (each dealing 1d4 + 1 force damage to
target and stops moving. When the object strikes the target) before reappearing in a space 70 feet above
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APPENDIX A - SPELLS
the location where they started their movement before On each of your turns, you can use a bonus action to
triggering this spell. mentally command any shoosuva you have made with
Once this bubble of magic has affected a number of this spell if the creature is within 60 feet of you (if you
creatures equal to twice your spellcasting modifier, control multiple shoosuva, you can command any or all
it disappears. of them at the same time, issuing the same command
to each one). You decide what action the creature will
Whipstrike take and where it will move during its next turn, or you
3rd-level evocation (mythic) can issue a general command, such as guard a particular
Classes: Sorcerer, Wizard chamber or corridor. If you issue no commands, the
Casting Time: 1 action creature only defends itself against hostile creatures.
Range: 120 feet Once given an order, the creature continues to follow it
Components: V, S until the task is complete.
Duration: Instantaneous The creature is under your control for 24 hours, after
which it stops obeying any command you’ve given it.
The air around a creature you can see within range At Higher Levels. When you cast this spell using
suddenly comes to life before crashing down on the a spell slot of 6th level or higher, you can target
target, dealing 8d6 bludgeoning damage. The target an additional corpse for each slot level above 5th,
then must succeed on a Strength saving throw, or potentially creating multiple shoosuva.
become incapacitated until the end of their next turn.

Yeenoghu’s Corpse Curse


5th-level necromancy (mythic)
Classes: Cleric, Warlock, Wizard
Casting Time: 1 action
Range: 120 feet

Bob Greyvenstein
Components: V, S, M (a handful of gnoll fur)
Duration: Instantaneous
This spell taints a corpse within range with remnants of
Yeenoghu’s demonic will. Choose a corpse within range.
Your spell imbues the target with Yeenoghu’s Curse,
which attracts a spectral scavenger beast to appear
and consume the corpse and transform into a shoosuva
(see Volo’s Guide to Monsters for the creature’s game
statistics).

112
APPENDIX A - SPELLS
Mythic Items

Item Source Item Source


Accursed Flail of Savagery Yeenoghu Mask of the Mad Monkey Demogorgon
Acererak’s Diamond Soul Gem Acererak Maul of Stunning Bolts Hepheremos
Acererak’s Ruby Soul Gem Acererak Mickey’s Curious Cloth Tazmikella & Ilnezhara
Archon’s Breastplate Ileuthra Miirym’s Glass Guardians Miirym
Bane of Graz’zt Zuthnagoti Mind Stone Fragment Itzigra’tz
Bardiche of the Endless Maze Baphomet Northlander’s Axe of Felling Icingdeath
Bel’s Coin Zariel Orcusword Orcus
Boots of the Elder Elemental Spirit of Hotenow Paired Rings of Draconic Might Tazmikella & Ilnezhara
Bow of the Solar Eco Phoenix Cage Brassheart
Crown of Zariel Zariel Reigns of Chaos Ygorl, Lord of Entropy
Dragonspear Maelestor Rex Ring of the Tempest Jewel of the Great Caliph
Drowning Death Slarkrethel Scythe of Decimation Ygorl, Lord of Entropy
Emerald Cloak of Shapeshifting Claugiyliamatar Sever Geryon
Floating Weapon of the Solar Eco Skull of Ingeloakastimizilian Icingdeath
Fractured Golden Idol Aspect of the Earthmother Spellsong Sword Xanscilathampos
Gauntlet of Wands Klauth Sporogenesis Cloak Zuggtmoy
Graz’zt’s Ebony Mask Graz’zt Staff of Fraz-Urb’luu Fraz-Urb’luu
Heart of the Ancient Black Maelestor Rex Staff of Slime and Many Eyes Juiblex
Heart of the Ancient Blue Iymrith Statuette of Moloch Moloch
Heart of the Ancient Brass Ileuthra Stomach of Donjon Adamastor
Heart of the Ancient Bronze Xanscilathampos Tarrasque Egg Mother
Heart of the Ancient Copper Tazmikella & Ilnezhara Tarrasque Plated Armor Mother
Heart of the Ancient Gold Palarandusk Token of Avernus Zariel
Heart of the Ancient Green Claugiyliamatar Tome of Mephistopheles Hutijin
Heart of the Ancient Red Klauth Tonguelash Geryon
Heart of the Ancient Silver Miirym Twin Singing Blades Tazmikella & Ilnezhara
Heart of the Ancient White Icingdeath Umberlee’s Rage Slarkrethel
Heart of Hotenow Spirit of Hotenow Unerring Maul Unit Zero
Horn of the Bull Geryon Wave of Sorrow Graz’zt
Infernal Armor of Moloch Moloch Wraithscale Iymrith
Kazgorath’s Lie Aspect of the Earthmother Mythic Artifacts
Kolyarut’s Golden Edict Unit Zero Item
Kraken Society Token Slarkrethel Platinum Dragon Crown
Leviathan Hide Armor Aspect of the Earthmother Tiamat’s Choker
Lexicon of Names Ileuthra

113
APPENDIX B - ITEMS
Appendix B - Items restored with the greater restoration spell or similar
magic. Once the soul gem has extracted this lifeforce, it
his appendix contains numerous magic

T
becomes unattuned (lifting the curse) and disappears
item rewards that can be obtained from to rejoin Acererak’s newly formed body. Acererak’s
defeating mythic foes. Provided is a table body reforms in the nearest unoccupied space to his
that lists all the items and their source. phylactery, or if his phylactery has been destroyed, at
This is followed by the magic items in the location of one of the gems (his choice).
alphabetical order.
Acererak’s Ruby Soul Gem
Accursed Flail of Savagery Wondrous item, mythic (requires attunement)
Weapon (flail), mythic (requires attunement)
Upon the death of the demilich Acererak, eight
This flail consists of three savage balls of Abyssal gemstones are revealed alongside his phylactery. Two
bloodiron, covered in spikes and attached to its handle of these gemstones are large rubies, and the other six
with wrought iron chains. You have a +3 bonus to attack are diamonds the size and shape of human teeth. While
and damage rolls made with this weapon, and your attuned to this ruby gemstone, you can cast the spell
attacks with this weapon score a critical hit on a roll animate dead at will, without expending a spell slot or
of 19 or 20. On a hit, you cause one of the following material components.
additional effects, determined at random by rolling a d3. Curse. This item is cursed. Attuning to it affixes you
• The attack deals an extra 3d8 bludgeoning damage. with a baleful curse, only removable by the spell wish.
• The target must succeed on a DC 17 Constitution As long as you remain cursed, you cannot discard
saving throw or be paralyzed until the start of the gemstone as it becomes fused with your body (in
your next turn. the case of this stone, replacing an eye). Exactly one
• The target must succeed on a DC 17 Wisdom saving tenday after Acererak’s death, the soul gem’s latent
throw or be affected by the confusion spell until the necromantic energy coalesces, drawing life from any
start of your next turn. creatures within 15 feet of the gem. Creatures within
this area must succeed on a DC 19 Constitution saving
When you take the Attack action on your turn, you throw, losing half their maximum hit points on a failed
can forgo all of the attacks you could make to instead save. A creature attuned to this gemstone automatically
make a sweeping flail attack. This targets a number of fails this saving throw. These hit points can only be
creatures within 15 feet equal to the number of attacks restored with the greater restoration spell or similar
you could normally make. Make a single attack roll. magic. Once the soul gem has extracted this lifeforce, it
When determining the additional effects of the flail, you becomes unattuned (lifting the curse) and disappears
can choose to roll a d3 once for each target, or roll the to rejoin Acererak’s newly formed body. Acererak’s
d3 once for all targets. body reforms in the nearest unoccupied space to his
phylactery, or if his phylactery has been destroyed, at
Acererak’s Diamond Soul Gem the location of one of the gems (his choice).
Wondrous item, mythic (requires attunement)
Upon the death of the demilich Acererak, eight
gemstones are revealed alongside his phylactery. Two
of these gemstones are large rubies, and the other six Acererak’s Soul Gems
are diamonds the size and shape of human teeth. While
attuned to this diamond gemstone, you can cast the
spell counterspell at will, without expending a spell slot
or material components. You can choose to use your
Constitution modifier, or a spellcasting ability modifier
you have gained from another source, for this spell.
Curse. This item is cursed. Attuning to it affixes you
with a baleful curse, only removable by the spell wish.
As long as you remain cursed, you cannot discard
the gemstone as it becomes fused with your body (in
the case of this stone, replacing a tooth). Exactly one
tenday after Acererak’s death, the soul gem’s latent
necromantic energy coalesces, drawing life from any
creatures within 15 feet of the gem. Creatures within
this area must succeed on a DC 19 Constitution saving
Yanushkov

throw, losing half their maximum hit points on a failed


save. A creature attuned to this gemstone automatically
fails this saving throw. These hit points can only be

114
APPENDIX B - ITEMS
Archon’s Breastplate Bardiche of The Endless Maze
Armor (half-plate or plate mail), mythic Weapon (greataxe), mythic (requires attunement)
(requires attunement)
This menacing bardiche was carried by Baphomet,
This golden armor, shined to a near mirror finish but the Horned King. Its blade consists of a rough edge
otherwise unadorned, grants its bearer protection and large shards of jagged metal fused to it in random
from evil. While attuned to this armor, you gain the places. You have a +3 bonus to attack and damage rolls
following benefits: made with this weapon. Whenever you hit an object
with it, the hit is a critical hit.
• You have a +3 bonus to AC while wearing this armor.
The bardiche has 12 charges for the following
• Attacks made against you from evil creatures are
property. It regains 3d4 expended charges daily at
made with disadvantage, and you have advantage
dawn. If you expend the last charge, roll a d20. On a
on saving throws made to resist effects from
1, the bardiche is immediately teleported back to the
evil creatures.
Endless Maze and you lose your attunement to it.
• You have resistance to nonmagical bludgeoning,
Banish. When you hit a creature with this weapon,
piercing, and slashing damage, as well as radiant,
you can expend a charge to have the creature succumb
lightning, and poison damage.
to effects of the maze spell. If this hit was a critical hit,
you do not need to expend a charge to use this property.
Bane of Graz’zt
Weapon (greatsword), mythic (requires attunement) Bel’s Coin
Wondrous item, mythic
This demon weapon is shaped identically to the wave
of sorrow, the favored greatsword of Graz’zt himself. It This unique soul coin was crafted by Bel, Zariel’s
was bestowed upon Zuthnagoti by Graz’zt while he was reluctant advisor and perpetual adversary. It has been
entrusted as the demon lord’s guardian demon. When carefully imbued with hellish magics, designed to trap
Zuthnagoti was abandoned by Graz’zt, he escaped with the immortal soul of Zariel should she be defeated or
the blade and successfully sought out magic that could have her divine essence restored. In either situation,
sever its ties to the demon lord. the coin’s enchantments activate and it immediately
You gain a +3 bonus to attack and damage rolls teleports (as if casting plane shift) to a space within 5
made with this magic weapon. In addition, the weapon feet of Zariel’s death, absorbing her soul.
ignores resistance to slashing damage. This coin acts as a soul coin (see sidebar) with the
Vorpal. When you attack a creature that has at least following changes:
one head with this weapon and roll a 20 on the attack Carrying Soul Coins. Bel’s Coin counts as 5 soul coins,
roll, you cut off one of the creature’s heads. The creature for the purpose of determining how many you can
dies if it can’t survive without the lost head. A creature carry without a penalty.
is immune to this effect if it is immune to slashing Using a Soul Coin. Bel’s Coin has 1 charge, which is
damage, doesn’t have or need a head, has legendary recovered each day at midnight.
actions, or the DM decides that the creature is too Freeing The Soul. Bel’s Coin has an AC of 30 instead
big for its head to be cut off with this weapon. Such a of 19, and always has 1 hit point, even if it has no
creature instead takes an extra 6d8 slashing damage charges remaining. Freeing Zariel’s soul from this soul
from the hit. coin is not considered a good act, unless her divine
Demonic Resilience. While attuned to this weapon, essence has been restored.
you are immune to being charmed and have resistance Hellish Currency. The value of Bel’s Coin is
to acid damage. immeasurable compared to that of a normal soul
Cursed. Any creature besides Zuthnagoti that tries coin, and is unlikely to be used as currency except in
to attune to this weapon must make a DC 17 Charisma deals with Bel, Tiamat, Asmodeus, or the current Lord
saving throw. On a failed save, the creature gains of the First.
the following flaw, which can be removed by greater
restoration or wish spell, or when Graz’zt is defeated:
“Graz’zt is the betrayer, and I will use this blade to
extinguish his vanity, forever.”
Bob Greyvenstein

Bardiche of the Endless Maze

115
APPENDIX B - ITEMS
Soul Coins
A soul coin is an infernal iron coin about 5 inches in
Bow of the Solar
diameter. Each weighs about 1/3rd of a pound and
magically binds the soul within. Each soul coin has a
unique soul trapped within it, an unfortunate being who
ended up on the wrong side of a devil’s bargain.
Carrying Soul Coins. A non-evil creature can carry
a number of soul coins equal to their Constitution
modifier without penalty. Beyond this, they have
disadvantage on attack rolls, ability checks, and saving
throws. Evil creatures can carry any number, up to their
weight allowance.
Using a Soul Coin. A soul coin has 3 charges. A charge
Bow of the Solar
can be expended for one of the following: Weapon (longbow), mythic (requires attunement)
Drain Life. You steal essence from the soul within. Gain This longbow is made of a golden-hued wood from
1d10 temporary hit points. Mount Celestia, wrapped with the magical linens worn
Query. You speak telepathically with the soul inside.
by solars, and strung with hair from a unicorn’s mane.
The soul must answer truthfully and to the best of its
ability, although it can try to hide that truth within riddles Once per turn, when you make an attack with this bow,
or flowery language. you can enchant the ammunition to become a slaying
Freeing The Soul. Casting a spell that removes curses on arrow. If the target is a creature that has 50 hit points
a creature frees its soul from the coin. A soul can also be or fewer, it must succeed on a DC 19 Constitution saving
freed by destroying the coin (the soul coin has an AC of throw or die.
19, 1 hit point per remaining charge, and immunity to all
damage except hellfire weapons and infernal furnaces). Crown of Zariel
Freeing a soul is considered a good act. Wondrous item, mythic (requires attunement by a good
Hellish Currency. Soul coins are the currency of the or evil creature)
Nine Hells. Gold is next to useless for anything but
tempting mortals on the Material Plane; all devils and Zariel has always been depicted with a glowing crown:
other fiends deal instead in these souls, locked away in a circlet of light before her fall, and then, a crown
their infernal contracts. of flames after it. Upon her death, the flames flicker
out and an unadorned, unremarkable golden circlet
replaces the crown.
When you attune to this circlet, it disappears and is
Boots of the Elder Earth replaced with its glowing form, the appearance of which
Elemental reflected by your alignment.
Wondrous item, mythic Divine Bolt. Whenever you would make a weapon
While wearing these boots, the first time each turn attack, you can choose to forgo that attack to make a
that you fall 10 feet or more and land on your feet, ranged spell attack instead. This attack has a range
the impact causes a shock wave through the ground of 120 feet, and you are proficient with it. If your
in a 60-foot radius circle centered on you. The area alignment is good, it uses your Wisdom modifier for
becomes difficult terrain for 1 minute. Each creature attack and damage rolls, and deals 4d6 radiant damage
on the ground that is concentrating must succeed on on a hit. If your alignment is evil, it uses your Charisma
a DC 20 Constitution saving throw or the creature’s modifier for attack and damage rolls, and deals 4d6
concentration is broken. necrotic damage on a hit instead.
The shock wave deals 50 thunder damage to all Innate Spellcasting (Evil). You can cast the following
structures in contact with the ground in the area. If a spells, requiring no material components. Your
creature is near a structure that collapses, the creature spellcasting ability for these spells is Charisma.
might be buried; a creature within half the distance At will: detect evil and good, invisibility (self only)
of a structure’s height must make a DC 20 Dexterity 3/day each: fireball, wall of fire
saving throw. On a failed save, the creature takes 17 1/day each: dispel evil and good, finger of death
(5d6) bludgeoning damage, is knocked prone, and is
Innate Spellcasting (Good). You can cast the
trapped in the rubble. A trapped creature is restrained,
following spells, requiring no material components.
requiring a successful DC 20 Strength (Athletics) check
Your spellcasting ability for these spells is Wisdom.
as an action to escape. Another creature within 5 feet
of the buried creature can use its action to clear rubble At will: detect evil and good, pass without trace
and grant advantage on the check. If three creatures 3/day each: greater restoration, dispel evil and good
use their actions in this way, the check is an automatic 1/day each: commune, plane shift
Destina

success. On a successful save, the creature takes half as Magic Resistance. You have advantage on
much damage and doesn’t fall prone or become trapped. Intelligence, Wisdom, and Charisma saving throws
against spells and other magical effects.
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APPENDIX B - ITEMS
Telepathy. You can speak telepathically to any Drowning Death
creature you can see within 120 feet of you. Your Weapon (trident), mythic
telepathic utterances are in a language you know, and
the creature understands you only if it knows that This oversized trident bears the skull of an ancient
language. Your communication doesn’t give the creature foe of Umberlee where the tines meet the shaft,
the ability to respond to you telepathically. symbolizing her dominance over those who would
oppose her. You gain a +3 bonus to attack and damage
Dragonspear rolls made with this weapon, and your weapon attacks
Weapon (spear), mythic (requires attunement) score a critical hit on a roll of a 19 or 20.
When you deal damage to a creature with this trident,
This legendary weapon is a recreation of the original you can choose to deal an extra 2d6 lightning or cold
Dragonspear, forged by the devil Vesarius. Crafted from damage to the target. If you choose to deal lightning
Maelestor’s remaining horn and infused with high level damage, the target is unable to take reactions until the
arcane magic. You gain a +3 bonus to attack and damage end of its next turn. If you choose to deal cold damage,
rolls made with this magic weapon. It has the following the target’s movement speed is halved until the end
additional properties. of its next turn. When you score a critical hit with this
• While wielding this weapon you have immunity to weapon, you deal both lightning and cold damage
acid damage. instead of choosing.
• Making a thrown weapon attack at long range with
this weapon does not impose disadvantage. It returns Emerald Cloak of Shapeshifting
to your hand at the end of any turn in which you Wondrous item, legendary (requires attunement)
throw it, if you have an empty hand. Otherwise, it This shimmering green cloak has a dragon scale pattern
appears on the ground at your feet. on one side, and is plain and smooth on the other.
• Hit points lost to this weapon’s damage can be The scaled side bears the mark of a hooked dragon
regained only through a short or long rest, rather than claw in the center, an homage to the vanity of the
by regeneration, magic, or any other means. original creator.
• The dragonspear counts as an arcane focus. Change Shape. While attuned to this item, you can
Once per turn, when you hit a creature with an attack change shape as an action. When you change shape with
using this magic weapon, you can wound the target. the cloak you can magically polymorph into a humanoid
At the start of each of the wounded creature’s turns, or beast that has a challenge rating no higher than your
it takes 1d4 necrotic damage for each time you’ve character level (or CR, if you have no character levels),
wounded it, and it can then make a DC 15 Constitution or back into your true form. Any equipment you are
saving throw, ending the effect of all such wounds on wearing or carrying, other than this cloak, melds into
itself on a success. Alternatively, the wounded creature, or is borne by the new form (your choice). However,
or a creature within 5 feet of it, can use an action to this cloak must be borne by the new form, though it’s
make a DC 15 Wisdom (Medicine) check, ending the shape, coloration, and size can be altered how you
effect of such wounds on it on a success. see fit. No matter how you alter the cloak, the insignia
remains visible.
Emerald Cloak of Shapeshifting

Drowning Death

Dragonspear
Bob Greyvenstein

117
APPENDIX B - ITEMS
When you change shape in this way, you retain you can place wands into these channels. The wand
your alignment, hit points, Hit Dice, ability to speak, will change shape to fit, leaving only a small amount of
proficiencies, class features, and mental Ability Scores. the wand visible. When you cast a spell as an action or
Your statistics and capabilities are otherwise replaced bonus action with one of these wands, you can activate
by those of the new form, except any class features the other wand to cast a spell with a casting time of 1
of that form. If you die while transformed, your body action or 1 bonus action as part of the same action.
reverts to its normal form.
Graz’zt’s Ebony Mask
Floating Weapon of the Solar Wondrous item, mythic (requires attunement)
Weapon (any melee weapon), mythic
This mask holds the haunting beauty of Graz’zt himself,
(requires attunement)
immortalized in a block of solid ebony. While wearing
These armaments of the solar are renowned for their this mask, you are proficient in all Charisma checks and
ability to take mental commands from their wielder. add double your proficiency bonus to any Charisma
You have a +3 bonus to attack and damage rolls made checks you make against creatures that are charmed by
with this magic weapon, and it deals an extra 2d6 you. The mask has 3 charges, and regains all expended
radiant damage. charges each day at dawn.
You can use a bonus action to command the weapon Dance, My Puppet! You expend 1 charge as an action.
to float into an unoccupied space within 30 feet. On One creature charmed by you that you can see must use
subsequent turns, you can use your bonus action to its reaction to move up to its speed as you direct.
move the weapon up to 30 feet, or summon it back to Give In To Your Greed. You expend 1 charge as an
your hand. If the weapon is ever more than 100 feet action. Choose a creature you can see within 120 feet
away from you, it immediately teleports to within 5 feet of you. That creature must succeed on a DC 23 Wisdom
of you. When making a weapon attack, you can attack saving throw or become overwhelmed by a powerful
with this weapon as if you are wielding it. If you die feeling of envy. Choose an item you can see. The target
while the sword is floating, it falls to the ground. creature must spend its action trying to get the item,
and once they have it, prevent anyone from taking it
Fractured Golden Idol from them. At the end of each of its turns, the target
Wondrous item, mythic can attempt a new saving throw, ending the effect
This heart-shaped golden idol is roughly the size of a on a success.
human head, and is made of pure gold. It once kept the Worship Me. You expend 1 charge as an action.
spirit of the Aspect of the Earthmother separated from Choose a creature within 120 feet of you that you can
its body, withholding its power from protecting the see and can see you. The target must succeed on a DC
Moonshae Isles. Despite being fractured, the idol still 23 Wisdom saving throw or it becomes charmed by you.
contains enough power to imprison a lesser elemental. It can make a new saving throw at the end of each of its
To activate this idol, you must speak a passphrase as turns, ending the effect early on a success.
an action. You create a magical restrain that attempts
to hold an elemental of CR 15 or lower within 30 feet of
the idol. The target must succeed on a DC 20 Wisdom
Graz’zt’s Ebony Mask
saving throw or be bound by the idol. If it succeeds,
it is immune to this effect for the next 24 hours. This
idol can only bind one elemental spirit at a time. To
release a spirit from the idol, you must speak the same
passphrase that was spoken upon binding it.
The spirit of the creature is drawn into the idol,
leaving the body behind. The body acts autonomously,
doing what it needs to survive but nothing else. While
contained within the idol, the spirit can’t communicate
and is put in stasis until you choose to release it or the
idol is destroyed. A dispel magic spell cast at 9th level
on either the idol or the spirit’s former body will release
the spirit. A released spirit snaps back into its body.

Gauntlet of Wands
Wondrous item, mythic (requires attunement)
Rick Hershey

This forged-mithril gauntlet is made of rigid plates but


slides onto your hand like a silk glove. Its palm and
fingers are plain, but on the back of the palm near the
wrist are two recessed channels. During a long rest,

118
APPENDIX B - ITEMS
Heart of the Ancient Black Heart of the Ancient Green
Wondrous item, mythic Wondrous item, mythic
Not the organic heart of a black dragon, but a lustrous Not the organic heart of a green dragon, but a pulsing
black gemstone unlike any other found within an green gemstone unlike any other found within an
ancient black dragon’s hoard. The gem itself is priceless, ancient green dragon’s hoard. The gem itself is
but it’s true value is said to only manifest when priceless, but it’s true value is said to only manifest
embedded in Tiamat’s choker, a mythic artifact with 5 when embedded in Tiamat’s choker, a mythic artifact
facets designed to focus the power of these gems. with 5 facets designed to focus the power of these gems.

Heart of the Ancient Blue Heart of the Ancient Red


Wondrous item, mythic Wondrous item, mythic
This heart is not the organic heart of a blue dragon, This heart is not the organic heart of a red dragon, but a
but a sparkling blue gemstone unlike any other found brilliant red gemstone unlike any other found within an
within an ancient blue dragon’s hoard. The gem itself ancient red dragon’s hoard. The gem itself is priceless,
is priceless, but its true value is said to only manifest but its true value is said to only manifest when
when embedded in Tiamat’s choker, a mythic artifact embedded in Tiamat’s choker, a mythic artifact with 5
with 5 facets designed to focus the power of these gems. facets designed to focus the power of these gems.

Heart of the Ancient Brass Heart of the Ancient Silver


Wondrous item, mythic Wondrous item, mythic
Not the organic heart of a brass dragon, but a brilliant This heart is not the organic heart of a silver dragon,
amber gemstone unlike any other found within an but a gleaming silver gemstone unlike any other found
ancient brass dragon’s hoard. The gem itself is priceless, within an ancient silver dragon’s hoard. The gem itself
but the true value of the gem is said to only manifest is priceless, but the true value of the gem is said to
when embedded in the platinum dragon crown, a mythic only manifest when embedded in the platinum dragon
artifact with 5 facets designed to focus the power crown, a mythic artifact with 5 facets designed to focus
of these gems. the power of these gems.

Heart of the Ancient Bronze Heart of the Ancient White


Wondrous item, mythic Wondrous item, mythic
This heart is not the organic heart of a bronze dragon, Not the organic heart of a white dragon, but a brilliant
but a mottled bronze gemstone unlike any other found clear gemstone unlike any other found within an
within an ancient bronze dragon’s hoard. The gem itself ancient white dragon’s hoard. The gem itself is
is priceless, but the true value of the gem is said to priceless, but it’s true value is said to only manifest
only manifest when embedded in the platinum dragon when embedded in Tiamat’s choker, a mythic artifact
crown, a mythic artifact with 5 facets designed to focus with 5 facets designed to focus the power of these gems.
the power of these gems.

Heart of the Ancient Copper Heart of the Ancient Dragon


Wondrous item, mythic
Not the organic heart of a copper dragon, but a brilliant
copper-hued gemstone unlike any other found within
an ancient copper dragon’s hoard. The gem itself is
priceless, but the true value of the gem is said to only
manifest when embedded in the platinum dragon
crown, a mythic artifact with 5 facets designed to focus
the power of these gems.

Heart of the Ancient Gold


Wondrous item, mythic
This heart is not the organic heart of a gold dragon,
but a lustrous gold gemstone unlike any other found
within an ancient gold dragon’s hoard. The gem itself
Lars Rune

is priceless, but the true value of the gem is said to


only manifest when embedded in the platinum dragon
crown, a mythic artifact with 5 facets designed to focus
the power of these gems.
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APPENDIX B - ITEMS
Heart of Hotenow immune to bludgeoning, piercing, and slashing damage
Wondrous item, mythic (requires attunement) from nonmagical weapons and have resistance to all
damage except psychic. The only action you can take in
This fist-shaped igneous rock is a fragment of the this form is a bonus action to return you and the armor
elemental earth that formed the Spirit of Hotenow’s to your normal form.
body. The heart is impervious to fire, and while you are Curse. Once you don this cursed armor, you can’t doff
attuned to it, you gain immunity to fire damage. it unless you are targeted by the remove curse spell
or similar magic. While wearing the armor, you have
Horn of the Bull disadvantage on Dexterity saving throws.
Wondrous item, mythic
This spiral horn is so large that a human-sized creature Kazgorath’s Lie
requires two hands to hold it appropriately. It is Weapon (pike), mythic (requires attunement)
adorned with bands of iron, and when blown produces This pike is one of the poisoned poles that Kazgoroth,
a long, low-octave drone that can be heard for miles. disguised as Thelgaar Ironhand, used to slay the Aspect
Blowing into the horn as an action summons 5d4 of the Earthmother. The pike lay embedded in the
minotaurs, which appear in unoccupied spaces within leviathan’s body even after it had been reformed, a
600 feet of you. lasting reminder of Kazgoroth’s deceit.
Make a single initiative roll for the minotaurs, which This oversized pike deals an extra 1d10 piercing
act as a group. When you summon them and on each of damage on a hit. When a creature is damaged by this
your turns thereafter, you can issue a verbal command pike, it must succeed on a DC 21 Constitution saving
to them (requiring no action on your part), telling them throw or become poisoned for 1 minute. A poisoned
what they must do on their next turn. If you issue no creature can repeat this save at the start of each of their
command, they spend their turn attacking any creature turns, neutralizing the poison early on a successful one.
within reach that has attacked a minotaur. A creature who successfully saves against this poison, is
At the end of the minotaurs’ turn, they make a immune to its effects for the next 24 hours.
collective Charisma saving throw (save DC 23). If any
of the minotaurs would make the saving throw with
disadvantage, this save is made at disadvantage. If less
than half the minotaurs that were summoned remain,
the save is made with advantage. On a failed save, the Infernal Armor of Moloch
minotaurs continue to obey you. On a successful save,
your control of the minotaurs ends, and they spend
their turn pursuing and attacking the nearest non-
minotaur creature to the best of their ability.
If you don’t have control of the minotaurs, you can use
your action to attempt to wrest control back by making
a contested Charisma check with the minotaurs. The
minotaurs have advantage on this check if more than
half of the minotaurs remain. If you succeed, you gain
control of the minotaurs once more.
If you have control over the minotaurs, you can use
your action to dismiss any or all of them. Otherwise,
they remain until they die. Once blown, the horn cannot
summon minotaurs again in this way until it has spent
24 consecutive hours in Stygia, the fifth layer of the Nine
Hells of Baator.

Infernal Armor of Moloch


Armor (any metal armor), mythic (requires attunement)
This armor is made of infernal iron, a material only
found in the Nine Hells. Enchanted by Moloch himself,
the armor was a gift he’d bestow upon his faithful
narzugon. While attuned to this armor and wearing
it, you gain a +3 bonus to AC, and you can speak and
Rick Hershey

understand Infernal. In addition, as an action you


can speak a command word and cause the armor to
transform you into a statue. While in this form, you
are unable to speak, your speed becomes 0, and you
automatically fail Dexterity saving throws. You are
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APPENDIX B - ITEMS
Kraken Society Token

Lexicon of Names

Kolyarut’s Golden Edict Leviathan Hide Armor


Armor (shield), mythic (requires attunement) Armor (hide), mythic (requires attunement)
This golden disk, inscribed with the terms of a contract This hide armor is made of the leathery skin of the
between two parties and committed to the fallen marut, ancient leviathan, an elder elemental. The oil-slicked
acts as the marut’s programming. When placed in the material provides the wearer protection from the rigors
chest of a marut, it becomes bound to the terms of of the sea and elements that surround it. While you are
that contract and its duty to enforce those terms and attuned to this armor, you gain the following benefits:
punish either party for breaking them. Its large size
• You have resistance to cold and lightning damage, and
and durable construction make it an ideal shield for
are immune to the effects of extreme cold.
most creatures.
• You can cast absorb elements at 3rd level as a reaction,
Innate Spellcasting. You can cast the plane shift spell
but only when you take cold or lightning damage.
at will, targeting only yourself and requiring no material
When you do, you gain immunity to the damage
components. Intelligence is your spellcasting ability
instead of resistance, in addition to the spell’s
for this spell.
other effects.
Curse. This item is cursed. Attuning to it affixes you
• You have a swim speed equal to your speed. While
with a baleful curse, only removable by the spell wish or
wearing this armor, if you swim 20 feet or more
by fulfilling the terms of the contract. This contract is an
before making a melee weapon attack, you deal an
agreement between two parties, signed in the presence
extra 14 (4d6) bludgeoning damage on that attack.
of Kolyarut in the Hall of Concordance. The DM knows
the nature of this contract. While cursed, you are bound
to uphold the terms of the contract. Should either party Lexicon of Names
break the terms, you become affected by the geas spell Wondrous item, mythic (requires attunement)
as a 9th-level spell (which can’t be dispelled, unless this This tome is one of a set of books, each bound in
curse is broken) with the following command: “Punish luminous blue leather and adorned with gold lettering
the party who broke the contract.” Once conditions of and brass clasps. There are three books in this set, one
the geas spell are fulfilled, the curse ends and the disk for each of the following: objects, creatures, and places.
becomes inert and nonmagical. The book feels heavier than it looks, as though it bears
some invisible burden. When you attune to one of these
Kraken Society Token
books, your mind is flooded with the knowledge of
Wondrous item, rare
the language of Truespeech, the original language. You
This square metal token bears the symbol of the Kraken learn all the divine utterances related to the topic of the
Society. This symbol acts as a marker of membership to book, and can speak the true name of anything that falls
the Kraken Society and can open various doors in the under that topic. True names have power over certain
Purple Rocks, the North, and Ascarle. While bearing this creatures, such as fey and fiends, particularly when
Rick Hershey

token, if you are subject to spells or magical effects that conjuring them or compelling them to act.
would force you to tell the truth about aspects of the If you attune to more than one book in this set, they
Kraken Society, any response you give will appear as occupy only one attunement slot for the purposes of
truthful as the spell itself. determining how many magic items you can attune
to at a time.
121
APPENDIX B - ITEMS
Creatures. While attuned to the lexicon of names Mickey’s Curious Cloth
containing the names of creatures, you can cast the spell Wondrous item, mythic (requires attunement)
planar binding at-will.
Objects. While attuned to the lexicon of names This unusual sheet of cloth refracts and bends light
containing the names of objects, you can cast the spell around it, and was crafted by Tazmikella in 1484
legend lore at-will. DR while in human form and running a shop called
Places. While attuned to the lexicon of names “Mickey’s Bag of Holding”. While worn over armor or
containing the names of places, you can cast the spell clothing, it renders those garments invisible along with
scrying at-will. itself. Clothing and armor worn over the cloth is still
visible. While concealing your armor this way, you gain
Mask of the Mad Monkey a +2 bonus to AC and saving throws.
Wondrous item, mythic (requires attunement)
Miirym’s Glass Guardians
This mask bears a striking resemblance to Demogorgon, Wonderous item, mythic
the Prince of Demons. It has the face of a demonic
mandrill-like creature, with large tusks and a mane A glass guardian is a hamster-sized object made of
of wild orange hair. While attuned to and wearing green glass. Each glass guardian has a unique set of
this mask, you can use your action to turn a magical keywords that, when spoken aloud, cause the orb
gaze towards a creature you can see within 120 feet. to become bound to that specific creature. The glass
The target must make a DC 23 Wisdom saving throw. guardian has an AC of 12, 2 hit points, a fly speed of 20
Unless the target is incapacitated, it can avert its eyes feet, and can hover.
to avoid the gaze; if it does so, it automatically succeeds If a spell is cast within 10 feet of the guardian, or
on the save and can’t see you until the start of its next if the guardian is within an area affected by a spell,
turn. If the target looks at you in the meantime, it must the creature it is bound to can use its reaction to cast
immediately make the save. counterspell as a 3rd-level spell, using its Intelligence
If the target fails the save, roll 1d3 to determine which modifier as the spellcasting ability for this spell. Doing
of the following effects it suffers: so destroys the guardian.

Beguiling Gaze. The target is stunned until the start


of your next turn, or until you are no longer within
line of sight.
Hypnotic Gaze. The target is charmed by you until the Mirrym’s Glass Guardians
start of your next turn. You choose how the charmed
target uses its actions, reactions, and movement.
Insanity Gaze. The target suffers the effect of the
confusion spell without making a saving throw. The
effect lasts until the start of your next turn.

Maul of Stunning Bolts


Weapon (maul), mythic (requires attunement)
This maul is seemingly too massive to move. Once
a creature attunes to this maul, it shrinks to an
appropriate size and feels light as a feather to that
creature. To anyone else, it weighs 500 pounds.
Additionally, covering every surface of the maul are
ancient runes written in Celestial, which can be read
by any creature wielding it. They speak of heroic
battles, overcoming all overwhelming odds, and other
impressive legends.
When you take the Attack action on your turn, you
can forgo an attack and speak a command word to
launch a salvo of radiant energy towards a creature
within 60 feet. The target must make a DC 21 Charisma
saving throw, taking 4d6 radiant damage and becoming
stunned until the end of their next turn on a failed
Pete Linforth

save, or taking half as much radiant damage and not


becoming stunned on a successful one.

122
APPENDIX B - ITEMS
Mind Stone Fragment
Wondrous item, mythic (requires attunement)
The phylactery of an illithilitch is known as a “mind
stone”. In the case of Itzigra’tz, this was a three-part
crystal that was made in a dark ritual from the mind Paired Rings of Draconic Might
stones of three alhoons, each sacrificed to create it. The
ritual that Itzigra’tz used to fuse these stones has been
lost with his death, but each of these fragments still
contains the power of the alhoon that it was created
from. As part of the process of attuning to this stone, it
embeds itself within you and becomes an intrinsic part
of your mind, granting you innate psionic abilities.
Innate Spellcasting (Psionics). You innately cast the
following spells, requiring no components. Intelligence
is your spellcasting ability for these spells.
At will: detect thoughts, levitate
1/day each: dominate monster, plane shift (self only)
Curse. This item is cursed. Attuning to it affixes you
with a baleful curse, only removable by the spell wish.
As long as you remain cursed, you cannot discard
the mind stone as it becomes fused with your body.
Removing the curse has a deleterious effect on your
mind. Once removed, you fall under the effects of the
feeblemind spell as if you had failed your Intelligence
saving throw to resist it.

Northlander’s Axe of Felling


Weapon (any axe), mythic (requires attunement)
This axe, forged by the Northlanders of the northern
Moonshea Isles, is an ancient relic of their past glory - Innate Spellcasting. You can cast the following spells,
lost at sea during an expedition to the Sea of Flowing requiring no material components. Your spellcasting
Ice that resulted in the decimation of their entire fleet. ability for these spells is Charisma.
This axe was wielded in wars against the frost giant
tribes of the Sea of Flowing Ice. These tribes had the At will: chaos bolt XGE, inflict wounds
highest known concentration of seawolves, a rare form 3/day each: animate dead, synaptic static XGE
of lycanthropy that took the form of a seal-wolf hybrid, 1/day each: finger of death, prismatic spray
and this axe was forged with a silver-bladed head and
Paired Rings of Draconic Might
adamantine shaft, particularly adept at fighting this foe.
Wondrous item (ring), mythic (requires attunement)
You gain a +3 bonus to attack and damage rolls made
with this magic weapon, and it counts as silvered. You This pair of copper rings are tarnished and discolored,
have advantage on attack rolls against lycanthropes but the magic within them is as strong as ever. Two
with the axe. When you hit a lycanthrope with the axe, creatures can attune to these rings. As long as you
if the target is transformed, it is forced back into its and the other attuned creature are within 1 mile of
natural form. one another, you can communicate telepathically and
know the location of one another. Your Strength and
Orcusword Intelligence scores change to 21 while within this range.
Weapon (great sword), mythic (requires attunement) The item has no effect on these ability scores if they are
Before the wand of Orcus, the Lord of Undeath wielded equal to or higher than 21.
Orcusword, a massive and menacing greatsword. You
Phoenix Cage
have a +3 bonus to attack and damage rolls made with
Wondrous item, mythic (requires attunement)
this weapon. The sword deals an extra 3d12 necrotic
damage on hit, and each creature within 5 feet of the This small adamantine box, embedded with fragments
Rick Hershey

target (other than yourself) must succeed on a DC 21 of elemental ice, is designed to hold the cinder-like
Constitution saving throw, taking half as much necrotic ashes of a phoenix egg. When placed inside the box, the
damage as was dealt by the attack on a failed save. egg can be handled freely without taking damage. So
While you are wielding the sword and attuned to it, you long as the phoenix egg is contained within, the egg is
can access the following property. placed in stasis and cannot be reborn.
123
APPENDIX B - ITEMS
If the creature attuned to this cage dies while in
possession of it, the cage activates and the attuned
creature’s body explodes. Each creature within 60 feet
of the body must make a DC 20 Dexterity saving throw,
taking 22 (4d10) fire damage on a failed save, or half
as much on a successful one. The fire ignites flammable
objects in the area that aren’t worn or carried.
The explosion destroys the attuned creature’s body
and the phoenix cage, leaving behind an egg that weighs
5 pounds. The egg is immune to all damage, and after
1d6 days, it hatches and the attuned creature returns to
life with a new body as if the reincarnate spell had been
cast on the egg. Scythe of Decimation

Reigns of Chaos
Wondrous item, mythic (requires attunement)
This wound-up strap of dark-hued leather shimmers
with an iridescent rainbow of colors as it catches the
light. As an action while wielding these reigns, you
can cast the spell illusory dragon XGE (requiring no
concentration) to summon a swirling mass of color
which coalesces into the shape of a huge dragon, rather
than the threads of shadow material normally conjured
by the spell. When dealing damage with its breath
weapon as a bonus action, instead of choosing the
damage type from those available, roll a d6. The number
rolled on this die determines the attack’s damage type,
as shown below.
Chaos Breath
causing the attack to fail or be made at disadvantage for
d6 Damage Type d6 Damage Type
attacking at long range.
1 Acid 4 Lightning Summon. You can speak a command word to cast
2 Cold 5 Necrotic conjure elemental, restricted to conjuring air elementals.
3 Fire 6 Poison Once you use the ring in this way, you can’t do so again
until the next dawn.
Although the dragon is an intangible illusion, while
attuned to these reigns you can mount the creature as Scythe of Decimation
though it were real. Once you cast the spell in this way, Weapon (glaive), mythic (requires attunement)
you can’t do so again until the next dawn. This two-handed farming implement-turned-weapon
bears the slaad word for “death” on its blade. The scythe
Ring of the Tempest deals an extra 3d12 necrotic damage to any target it
Wondrous item, mythic (requires attunement) hits. If an attack from this weapon would reduce a
This ring, forged from the platinum band that was once creature to 0 hit points, its body and any nonmagical
the Great Caliph’s ring of air elemental command, has belongings it is wearing or carrying burst into a cloud of
been imbued with much of the elder elemental’s might. ash. The creature can be restored to life only by means
While you are attuned to and wearing this ring, you of a wish spell.
have a flying speed equal to your speed, and can take
the Dash action as a bonus action. Sever
Bolt. You can speak a command word as an action to Weapon (battleaxe), mythic (requires attunement)
call down a bolt of lightning. Three creatures of your This battleaxe was forged in the Nine Hells, possibly by
choice that you can see within 120 feet must make a DC Asmodeus himself, and given sentience to ensure its
20 Dexterity saving throw, taking 16 (3d10) lightning owner acted on behalf of the archdevil’s interests. It was
Bob Greyvenstein

damage on a failed save, or half as much damage on a gifted to Geryon, the Deposed Lord, to ensure that he
successful one. would not revolt against Asmodeus during his exile in
Deflect. When you are made the target of a ranged Stygia and would continually fight to regain his throne.
weapon attack, you can use your reaction to reduce the He has wielded Sever ever since, and it was Sever’s
normal and long ranges of the attack by half, potentially constant voice in his head, urging him to return to his
glory, that brought Geryon out of exile to reclaim Stygia
from its new lord, Levistus.
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APPENDIX B - ITEMS
Spellsong Sword

You gain a +3 bonus to attack and damage rolls made Skull of Ingeloakastimizilian
with this magic weapon. The weapon also functions as Wondrous item (helmet), mythic (requires attunement)
an adamantine battleaxe, helm of devil command, and a
sword of sharpness. This skull belonged to the ancient white dragon turned
Gifts of Asmodeus. While attuned to this axe, you gain dracolich, Icingdeath. While wearing this helmet, you
the following benefits: gain a +1 bonus to AC and saving throws.
Frightful Presence. As an action, each creature of
• You have immunity to cold damage. your choice within 30 feet of the helmet that is aware
• You can read and speak Infernal. of it must succeed on a DC 16 Wisdom saving throw or
Telepathic Warning. The axe will telepathically alert become frightened for 1 minute. A creature can repeat
you to any traps or hidden passages when you move to the saving throw at the end of each of its turns, ending
within 30 feet of them. the effect on itself on a success. Once you use this
Sentience. Sever is a sentient weapon of lawful evil property, it can’t be used again until the next dawn.
alignment, with an Intelligence of 19, a Wisdom of 10, Necrotic Breath. As an action, the skull exhales a
and a Charisma of 14. It has hearing and darkvision deathly blast in a 60-foot cone. Each creature in this
out to a range of 120 feet. The weapon communicates area must make a DC 22 Constitution saving throw,
telepathically with its wielder and can speak, read, and taking 72 (16d8) necrotic damage on a failed save, or
understand Infernal. half as much damage on a successful one. Once you use
Personality. Sever is eager to please Asmodeus by this property, it can’t be used again until the next dawn.
adhering to its purpose: to direct the wielder to serve Flying Skull. You can use your bonus action and speak
Asmodeus’s goals. If at any point it feels like you are a command word and cause the skull to hover. When
not moving towards accomplishing those goals, it will you do so, it flies up to 30 feet and attacks one creature
telepathically remind you to do so. This reminder of your choice within 5 feet of it. The skull has +7 to hit
will be laced with threats of Asmodeus’s wrath and on attack rolls, and deals 9 (1d10 + 4) piercing damage
retribution. plus 4 (1d8) cold damage on hit.
Sever is deathly afraid of Nessus, since it cannot be While the skull hovers, you can use a bonus action to
destroyed anywhere else. The lower it travels in Baator cause it to fly up to 30 feet to another spot within 30
through the layers of the Nine Hells, the more anxious feet of you. As part of the same bonus action, you can
and apprehensive it gets. Conversely, while in the Prime cause the skull to attack one creature within 5 feet of it.
Material Plane or the Abyss, Sever is full of glee and The skull ceases to hover if you move more than 30
zeal. These are the planes where Asmodeus has clearer feet away from it or use your bonus action to recall it
and more achievable goals, and Sever finds it easy to back to your head.
persuade its wielder to work towards these goals while
on these planes.
Spellsong Sword
Weapon (longsword), mythic (requires attunement)
Curse. The axe bears a curse that affects good or
chaotic creatures that become attuned to it. Whenever This slender mithral blade, etched in Draconic and
Bob Greyvenstein

such a creature makes an attack roll with this axe, it Elvish runes, has a plain bronze hilt with oxidized
takes 1d10 lightning damage. veins running a bright seafoam color throughout. It
Destroying the Axe. The axe can only be destroyed was a gift to Xanscilathampos, bestowed upon her by
by Asmodeus himself, while in Nessus, the ninth Essembramaerytha, the song dragon.
layer of Baator. You gain a +3 bonus to attack and damage rolls made
with this magic weapon.
125
APPENDIX B - ITEMS
Bladesong. You can invoke a secret elven magic called Staff of Fraz-Urb’luu
the Bladesong as a bonus action, provided you aren’t Staff, mythic (requires attunement by a spellcaster)
wearing medium or heavy armor or using a shield.
It graces you with supernatural speed, agility, and This staff is not the staff originally wielded by the
focus, which last for 1 minute. It ends early if you are great demon, but a recreation he has worked on
incapacitated, if you don medium or heavy armor or a since escaping imprisonment. The staff parallels its
shield, or if you use two hands to make an attack with a predecessor in power and potency.
weapon. You can also dismiss Bladesong at any time you Rulership. You can use an action to present the staff
choose (no action required). and command obedience from each creature of your
While your bladesong is active, you gain the choice that you can see within 120 feet of you. Each
following benefits: target must succeed on a DC 21 Wisdom saving throw
or be charmed by you for 8 hours. While charmed in
• You gain a bonus to your AC equal to your Intelligence this way, the creature regards you as its trusted leader.
modifier (minimum of +1). If harmed by you or your companions, or commanded
• Your walking speed increases by 10 feet. to do something contrary to its nature, a target ceases
• You have advantage on Dexterity (Acrobatics) checks. to be charmed in this way. Once you use this property, it
• You gain a bonus to any Constitution saving throws can’t be used again until the next dawn.
you make to maintain concentration on a spell. Duplicate. You can use an action to present the staff
The bonus equals your Intelligence modifier and instantly create a simulacrum (as if created with
(minimum of +1). the simulacrum spell) of a creature you can see within
Once you activate this property, you can’t do so again 120 feet. This simulacrum obeys your commands, and
until the next dawn. is destroyed at the start of your next turn. Once you use
this property, it can’t be used again until the next dawn.
Sporogenesis Cloak Inscrutable. While attuned to this staff, you can’t be
Wondrous item, mythic (requires attunement) targeted by divination magic, perceived through magical
scrying sensors, or detected by abilities that detect your
This heavy cloak is composed of thick polypore fungi, creature type.
which create an almost bark-like texture. You gain a +1
bonus to AC and saving throws while wearing this cloak.
As an action, you can shake the cloak vigorously to Staff of Fraz-Urb’luu
shed a cloud of spores into a 20-foot radius sphere
originating from you. These spores can go around
corners, and last for 1 minute or until a wind of
moderate or greater speed (at least 10 miles per hour)
disperses it. Creatures within the area of spores can
communicate telepathically with one another while
they are within 30 feet of each other. Humanoids and
beasts in the cloud when it appears, or that enter it
later, must make a DC 19 Wisdom saving throw. On a
failed save, the creature is infected with a disease called
the Influence of Zuggtmoy for 24 hours. While infected,
the creature is charmed by you and can’t be reinfected
by the spores.
Once you use this action, you can’t do so again
until the next dawn. The cloak also has the following
additional properties.
Protective Thrall. As a reaction after being hit by an
attack, you can have one creature within 5 feet of you
that is willing, or charmed by you, use its reaction to be
hit by the attack instead.
Exert Will. As an action you can have one willing
creature, or a creature charmed by you, use its reaction
to move up to its speed as you direct and make a
weapon attack against a target of your choice.
Rick Hershey

126
APPENDIX B - ITEMS
Staff of Slime and Many Eyes Statuette of Moloch
Weapon (staff), mythic (requires attunement by a Wondrous item, mythic (requires attunement)
spellcaster)
This small golden statue depicts the devil sitting cross-
This staff can be wielded as a magic quarterstaff that legged and holding a brazier. In each eye sits a dazzling
grants a +3 bonus to attack and damage rolls made ruby. This statue has 2 charges to expend on the
with it. While you hold it, you gain a +3 bonus to spell following properties. When you expend a charge, one of
attack rolls. the rubies must be removed and crushed. By placing a
The staff has 10 charges for the following properties. new ruby worth at least 50 gp in an empty eye socket,
It regains 2d4 + 2 expended charges daily at dawn. If you can cause the statue to regain a single charge.
you expend the last charge, roll a d20. On a 20, the staff Breath of Despair. As an action, you can expend a
regains 1d4 + 1 charges. charge and point the idol outwards. A cloud is exhaled
Amorphous. You can expend a charge as part of your from its mouth in a 30-foot cube. Each creature in that
movement to become amorphous until the end of your area must succeed on a DC 21 Wisdom saving throw or
turn, allowing you to move through a space as narrow take 5d10 psychic damage, drop whatever it is holding,
as 1 inch wide without squeezing. and become frightened for 1 minute. While frightened
Slurp. While holding the staff, you can touch it to an this way, a creature must take the Dash action and
ooze within reach and expend any number of remaining move away from the statue by the safest possible route
charges. For each charge spent, the target loses 2d6 + 3 on each of its turns, unless there is nowhere to move,
hit points and you gain an equal number of temporary in which case it needn’t take the Dash action. If the
hit points. If this would reduce the ooze to 0 hit points, creature ends its turn in a location where it doesn’t have
you also regain an expended spell slot equal to the line of sight to the statue, the creature can repeat the
number of charges spent or less. saving throw. On a success, the effect ends.
Spells. While holding the staff, you can use an Pertification Gaze. As an action, you can expend a
action to expend some of its charges to cast one of charge and point the idol outwards. The eye socket
the following spells from it, using your spell save DC that held the ruby used for this action glows a bright
and spellcasting ability: cloudkill (5 charges), enemies red, emitting a beam in a 30-foot cone. Each creature in
abound XGE (3 charges), enlarge/reduce (2 charges), that area must succeed on a DC 19 Constitution saving
investiture of ooze (6 charges), maddening darkness XGE throw. On a failed save, a target begins to turn to stone
(8 charges), regenerate (7 charges), or vitriolic sphere XGE and is restrained. The restrained target must repeat
(4 charges). this saving throw at the end of its next turn, becoming
You can also use an action to cast one of the following petrified on a failure or ending the effect on a success.
spells from the staff without using any charges: acid The petrification lasts until the creature is freed by the
splash (17th level), grease, or primal savagery XGE greater restoration spell or other magic.
(17th level).
Stomach of Donjon
Wondrous item, mythic (requires attunement)
This fleshy bladder is just but one of Adamastor’s many
stomachs. Smaller than the others, but just as potent.
The shape of this stomach is that of a water skin, but
the size is that of a backpack. The opening is 1 foot in
diameter, but can be stretched to 5 feet in diameter.
Stomach of Donjon
Any willing creature or object that is placed within
the stomach is transported to a demiplane that can be
entered by no other means except a wish spell or this
item’s Donjon Visit property. A creature can leave the
demiplane only by using magic that enables planar
travel, such as the plane shift spell. The demiplane
resembles a stone cave roughly 1,000 feet in diameter
with a ceiling 100 feet high. Like a stomach, it contains
the remains of the astral dreadnought’s past meals. The
stomach can’t be damaged from within the demiplane.
If the stomach is destroyed, the demiplane disappears,
and everything inside it appears around the remains.
Matt Morrow

The demiplane is otherwise indestructible.


Donjon Visit. The stomach has 1d4 + 1 charges. While
holding it, you can use an action and expend 1 charge
to suck a creature into the stomach. One creature that
is Huge or smaller that you can see within 60 feet of

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APPENDIX B - ITEMS
you must succeed on a DC 19 Charisma saving throw or from Avernus to other planes or layers of Baator that
be magically teleported to an unoccupied space on the are blocked to non-devils open for you, and any traps or
floor of the stomach’s Demiplanar Donjon. At the end of wards placed on them do not activate.
the target’s next turn, the target reappears in the space
it left or the nearest unoccupied space if that space is Tome of Mephistopheles
occupied. This property can’t be used again until the Wondrous item, mythic (requires attunement by a
next dawn. When the last charge is used, the stomach spellcaster)
is destroyed. This book is bound in charred leather, and is cool to the
Extract Ichor. When casting the spell Waethra’s warm touch. Despite its appearance, the book and its contents
welcome, a creature attuned to the stomach can expend can’t be destroyed by fire or immersion in water. This
a charge of its Donjon Visit property to provide 1,000 gp tome contains knowledge of spells handed to Hutijin
worth of ichor, enough to cast the spell once. from the Lord of the Eighth himself. The spells that can
be found within the book are:
Tarrasque Egg
Wondrous item, mythic 1st level: armor of Agathys, burning hands, hellish
rebuke, ice knife XGE
Nearly indistinguishable from a large boulder, this 2nd level: Aganazzar’s scorcher XGE, flame blade, flaming
egg weighs 500 pounds and occupies a cube 10-feet sphere, heat metal, snilloc’s snowball swarm
on each side. The exterior is craggy and rough, with 3rd level: fireball, flame arrows, hunger of Hadar
a brownish-red-hue, and impervious to damage. The 4th level: fire shield, ice storm, wall of fire
egg is also impervious to all magic, and if targeted 5th level: cone of cold, flame strike, immolation XGE
by a magic missile spell, a line spell, or a spell that 6th level: investiture of flame XGE, investiture of ice
requires a ranged attack roll, the caster must roll a XGE
, wall of ice
d6. On a 1 to 5, the egg is unaffected. On a 6, the egg is 7th level: delayed blast fireball, fire storm
unaffected, and the effect is reflected back at the caster 8th level: incendiary cloud
as though it originated from the egg, turning the caster 9th level: meteor swarm
into the target. Any attempts made to move the egg to
another plane fail. While attuned to this book, spells you cast ignore
The area within 1 mile of the egg is heavy, preventing resistance to cold and fire damage. In addition, when
any sort of flying movement, magical or otherwise. you roll a 1 or 2 on a damage die for a spell you cast
that deals cold or fire damage, you can reroll the die and
Tarrasque Plated Armor must use the new roll, even if the new roll is a 1 or a 2.
Armor (half-plate or plate armor), mythic
(requires attunement)
This armor is made from the red-brown reflective Tome of Mephistopheles
carapace of a tarrasque, bestowing its wearer with its
anti-magic properties. You have advantage on saving
throws against spells and other magical effects.
Additionally, any time you are targeted by a magic
missile spell, a line spell, or a spell that requires a
ranged attack roll, roll a d6. On a 1 to 3, you are affected
by the spell. On a 4 or 5, you are unaffected. On a 6, you
are unaffected, and the effect is reflected back at the
caster as though it originated from you, turning the
caster into the target.
Once you’ve reflected a spell in this way, the
effectiveness of the armor diminishes. On a 1 to 5, you
are affected by the spell. On a 6, you are unaffected. The
armor regains its full strength at the next dawn.

Token of Avernus
Wondrous item, mythic
This wrought iron pin bears a large inset ruby, held
with fierce-looking head prongs. The purpose of this
Rick Hershey

token is to provide diplomatic immunity in Avernus,


the first layer of the Nine Hells of Baator. By displaying
this token proudly, devils under the command of the
Lord of the First are unable to willfully take actions that
would harm the bearer. In addition, portals that exist

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APPENDIX B - ITEMS
Twin Singing Blades

Tonguelash If a creature fails this saving throw twice in a single


Armor (shield), mythic (requires attunement) turn, the effect lasts 1 minute instead. The creature can
repeat the saving throw at the end of each of its turns,
This mirror-polished shield depicts the face of a devil ending the effect on itself on a success.
on its surface. A hinge near the mouth of the devilish If a creature fails this saving throw three times in
face can open, exposing a red tongue. While attuned to a single turn, the creature can’t make more than one
this shield, you can speak a command word as a bonus attack on its turn, and can use either an action or bonus
action to make a whipping strike with the tongue. The action on its turn, but not both.
tongue is a melee weapon attack that you are proficient
with and has a reach of 10 feet. On a hit, the target takes Umberlee’s Rage
1d4 slashing damage and must succeed on a DC 19 Weapon (any crossbow), mythic
Constitution saving throw or become paralyzed until
the end of its next turn. Add your Strength modifier to This specialized crossbow is made of materials found
attack and damage rolls made with the tongue. along the ocean floor, such as shells and coral, and
Fearsome Roar. As an action, the devilish face on the is held together with sand. When making an attack
shield unleashes a blood-curdling scream. Creatures underwater, this crossbow can be fired normally to
within 120 feet of you must succeed on a DC 21 Wisdom its long range.
saving throw or become frightened by you for 1 minute. Once per turn when you make an attack with this
This effect ends early if the creature ends its turn more crossbow, you can enchant the ammunition to become
than 120 feet away from you or where it can’t see you. a netting bolt. On a hit, if the target is a Large or smaller
Once you use this property, you can’t do so again until creature, it is restrained until it is freed. A net has
the next dawn. no effect on creatures that are formless, or creatures
that are Huge or larger. A creature can use its action
Twin Singing Blades to make a DC 10 Strength check, freeing itself or
Weapon (shortsword), mythic (requires attunement) another creature within its reach on a success. Dealing
5 slashing damage to the net (AC 10) also frees the
This blade is one of a set of two shortswords, forged creature without harming it, ending the effect and
from bloodstone with a tempered copper hilt and inlaid destroying the net.
with emerald jewels. The blade is infused with the As a bonus action, you can speak a command word
copper dragon’s slowing magic. You gain a +2 bonus to and have each creature restrained by a net from this
Bob Greyvenstein

attack and damage rolls made with this magic weapon crossbow take 3d10 lightning damage.
(which increases to +3 if wielding both twin swinging
blades), and any target damaged by one of these blades
must succeed on a DC 20 Constitution saving throw or it
can’t use reactions and its speed is halved until the end
of its next turn.

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APPENDIX B - ITEMS
Unerring Maul
Mythic Artifacts
The platinum dragon crown and Tiamat’s choker
are mythical artifacts, created by the draconic gods
themselves to test and manipulate mortals. These
artifacts have not been seen in Toril in millenia, and not
even Candlekeep has a record of their existence.
That being said, they do exist, and the heart of the
ancient gemstones that can be found in ancient dragon
hoards are testament to this. If your adventures have
brought you to the level of myth and legend, there is no
more tantalizing reward than one of these two artifacts.
Below are two quest hooks that could lead your
adventurers to discover the artifacts.
Unerring Maul Platinum Dragon Crown. The platinum dragon
Weapon (maul), mythic (requires attunement) crown has been used over the ages like a legendary
sword, to discern a mere mortal from the champion
Crafted from the disassembled fist of a marut, the
of justice that Bahamut would want as an agent in his
unerring maul is a hideously efficient weapon. Before
court. When the great gold dragon Tamarand slew
making a weapon attack roll with the maul, you can
his brother Lareth during the Year of Rogue Dragons,
decide to have this attack automatically hit instead of
the act of great sacrifice in the name of duty drew the
making the attack roll. When you do, in addition to the
attention of Bahamut and his clerics. After taking up the
attack’s normal damage, you can push the target 5 feet
mantle previously held by Lareth and becoming King of
away from you.
Justice, it is said that the crown was a pivotal conduit
in Tamarand’s rise to becoming a Chosen of Bahamut.
Wave of Sorrow
The crown that Tamarand took up as King of Justice is
Weapon (great sword), mythic (requires attunement)
made of platinum, and bears a single golden gem in its
Despite this sword’s massive size, Graz’zt is known center facet.
to wield it in a single hand with deftness and ease. Tiamat’s Choker. Before his utter destruction, the
The blade is wavy and hooked at its end. The material wizard Sammaster was said to hold Tiamat’s choker in
that forms the blade secretes a powerful acid, capable his possession, possibly with machinations to use it and
of dissolving most organic material and many pledge himself to Tiamat at some point. A lowly Cult of
nonmagical metals. the Dragon member likely would know nothing about it,
You have a +3 bonus to attack and damage rolls made not even a fairy tale; however, should you loosen the lips
with this magic weapon. It deals an extra 3d6 acid of a Wyrmspeaker, one of the five members who share
damage to any target it hits. When you score a critical this title, there is a chance you can discern the choker’s
hit with this weapon, choose one object, weapon, or location hidden amongst the lies, misdirections, and
piece of armor being worn or held by the target that you outright denials.
can see. If the target is nonmagical, it is destroyed.
Platinum Dragon Crown
Wraithscale Wondrous item, mythic (requires attunement by a good
Wondrous item, mythic (requires attunement by a or neutral creature)
spellcaster)
This crown is a glistening band of platinum without
This blue dragon scale resembles an ethereal flame, and a single imperfection. It has five raised sections, each
is almost unreal to the touch. It is all that remains of sporting a setting for a gemstone. To unlock the power
the fallen Iymrith’s body after she ascended to a form of the platinum dragon crown, each setting must be
of pure arcane energy. While you are attuned to this occupied by a special gemstone—known as a heart
scale, you have advantage on all saving throws against of the ancient—found only in the hoards of ancient
spells and other magical effects. In addition, when you dragons. Each dragon variety bears a unique gemstone,
succeed on a saving throw against a spell of 1st-level or and the crown needs five unique gemstones, each from
higher, you can roll a Hit Die without expending it and a metallic dragon.
regain hit points equal to the result + your spellcasting If an evil creature attempts to attune to this crown, it
ability modifier. If you have more than one spellcasting takes 20d10 radiant damage and its level of exhaustion
Bob Greyvenstein

ability modifier, use the one with the highest modifier. immediately increases to 5 levels.
Weave Step. As a bonus action, you turn incorporeal While you are attuned to and wearing this crown, if
and can move up to your speed, moving through other all the gemstones are present and its power is unlocked,
creatures and objects as if they were difficult terrain. you gain the following benefits.
You take 5 (1d10) force damage if you end your turn Enhanced. You gain a +3 bonus to attack rolls and the
inside an object. save DCs of your spells and features.
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APPENDIX B - ITEMS
Damage Absorption. You have resistance against a unique gemstone, and Tiamat’s choker needs five
acid, cold, fire, lightning, thunder, and radiant damage. unique gemstones, each from a chromatic dragon.
Dragon Justice. You have a +3 bonus to your AC. If a good creature attempts to attune to this choker, it
Dragon Breath (Recharge 6). You can use your takes 20d10 necrotic damage and its level of exhaustion
action to exhale destructive energy. Choose a damage immediately increases to 5 levels.
type: acid, cold, fire, lightning, thunder, or radiant. While you are attuned to and wearing this crown, if
Choose an area, either a 5 by 60-foot line or a 30- all the gemstones are present and its power is unlocked,
foot cone. Each creature in the area of the exhalation you gain the following benefits.
must make a DC 21 saving throw: Constitution if you Enhanced. You gain a +3 bonus to attack rolls and the
chose cold, thunder, or radiant, otherwise Dexterity. A save DCs of your spells and features.
creature takes 10d6 damage on a failed save, or half as Damage Absorption. You have resistance against
much damage on a successful one. acid, cold, fire, lightning, and poison damage.
Dragon Sight. You gain darkvision to a radius of 60 Dragon Tyranny. You have a +3 bonus to your AC.
feet, or an additional 60 feet of darkvision if you already Dragon Breath (Recharge 6). You can use your
have that sense. Once per day, you can gain blindsight action to exhale destructive energy. Choose a damage
out to a range of 30 feet for 10 minutes. type: acid, cold, fire, lightning, or poison. Choose an
Dragon Tongue. You can speak and understand area, either a 5 by 60-foot line or a 30-foot cone. Each
Draconic. You also have advantage on any Charisma creature in the area of the exhalation must make a
check you make against dragons. DC 21 saving throw: Constitution if you chose poison
Legendary Resistance (5/Day). If you fail a saving or cold, otherwise Dexterity. A creature takes 10d6
throw, you can choose to succeed instead. damage on a failed save, or half as much damage on a
Curse. The crown is cursed, but it is a benevolent successful one.
curse that was put in place by Bahamut to bind the Dragon Sight. You gain darkvision to a radius of 60
worthy wearer to his cause. Once attuned to it, you feet, or an additional 60 feet of darkvision if you already
are unable to unattune to it except through the power have that sense. Once per day, you can gain blindsight
of a wish spell, or by defeating Bahamut. Bahamut out to a range of 30 feet for 10 minutes.
is immediately made aware of your presence, and Dragon Tongue. You can speak and understand
location. You gain the following ideal, which can only Draconic. You also have advantage on any Charisma
be removed by breaking your attunement to the crown: check you make against dragons.
“Chromatic dragons have been given their chance to Legendary Resistance (5/day). If you fail a saving
redeem themselves, but Tiamat has corrupted them throw, you can choose to succeed instead.
beyond any redemption. They must be purged from Curse. This choker is cursed. Once attuned to it,
this world.” you are unable to unattune to it except through the
Bahamut watches a creature attuned to this crown power of a wish spell, or by defeating Tiamat. Tiamat is
closely, ensuring they are upholding his ideals of immediately made aware of your presence and location.
a “greater justice”, liberating the oppressed, and You gain the following flaw, which can only be removed
protecting the weak. If you remain cursed by this crown by breaking your attunement to the choker: “Bahamut,
for a full year, and Bahamut feels you have served and the metallic dragons that follow him, are a profane
to the utmost in his quest, you will be granted the and vainglorious race that must be extinguished.”
opportunity to be reborn as a platinum dragonborn. Tiamat watches a creature attuned to this choker
Should you accept, you die and are reincarnated in closely, to ensure that they are unable to overcome this
Mount Celestia as a dragonborn. Use the racial features flaw and act as a mortal agent of her will to destroy
of a dragonborn, except your Draconic Ancestry trait is metallic dragons. If you remain cursed by this choker
“platinum”, which has a damage type of thunder and has for a full year, and don’t incur Tiamat’s vengeful wrath,
a breath weapon area of “self 15 ft. radius (Con. save)” Tiamat will claim your soul. This kills you, and your soul
and can exclude targets of your choice. In this form, you reincarnates in Avernus as a dragonspawn (using the
maintain all your previous knowledge and class levels. racial features of a dragonborn, with all five chromatic
dragons as your draconic ancestry), maintaining all
Tiamat’s Choker your knowledge and class levels.
Wondrous item, mythic (requires attunement by an evil
or neutral creature)
This infernal iron collar was forged in Tiamat’s own
dragon fire. No buckle or hinge can be seen to attach it,
but when a creature attunes to it, it forms around their
neck. Five recessed spots exist on it, each a setting for
a gemstone. To unlock the power of Tiamat’s choker,
each setting must be occupied by a special gemstone—
known as a heart of the ancient—found only in the
hoards of ancient dragons. Each dragon variety bears
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APPENDIX B - ITEMS

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