Castle - Amber X2 For DD5e
Castle - Amber X2 For DD5e
This adventure is easily used with any setting that allows for strange magic
and interplanar travel, but I have added speci.c adaptations to allow it to .t
within the Eberron setting. It is very compatible with Ravenloft as well.
In order to use this guide, you will need the original adventure: X2 Castle
Amber. The 5e Monster Manual is recommended as well.
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The PCs make camp. In the morning, they .nd themselves in
the foyer of a strange mansion that is surrounded by an omi-
nous gray mist. The PCs are trapped by the mist and must .nd
a way out.
Exploring the place, they meet a host of very strange inhabi-
tants. A mysterious document suggests that a number of magi-
cal artifacts can be brought together to summon the tomb of a
wizard and banish the mists.
TheFar
-Awa
yLand
Following the document, the PCs .nd silver keys within the
mansion and, eventually, the gate that the keys open. On the
other side of the gate is a strange land where magic is out-
lawed. Here, the PCs may become embroiled in stories of pol-
itics, desperation, and revenge as they assemble the artifacts
they seek.
Cas
tleAmb
er–1
Ge
neralNot
es
Re
adThi
s pear. If not, maybe have a smudge that the PCs put on
the .rst copy be on the second as well – the goal here
Before running the adventure, I would suggest reading is to give more of an indication that all is not right
through both the original text and this guide alongside it. At with causality within the Castle.
the very least, make sure you read this section and the • The End: The .nal scene of the adventure, in my
overview section above. Several parts of the adventure are mind, seems anticlimactic. What was the goal of the
connected to each other, and it is best to be prepared for adventure? Was it merely to escape? Wouldn’t it be
these connections. more powerful to provide some hope of sanity to Cas-
tle Amber? I provide an alternative in Part Eight.
Adj
ust
ment
sMade
In general, I have made the following adjustments throughout Sup
ple
ment
alI
nforma
tion
this adventure: Wherever appropriate, encounters are provided with
• Statistics for new creatures have been converted to 5e supplemental information providing guidance for running that
or a reference is made to an appropriate creature in encounter. This is often in the form of the attitudes and goals
the Monster Manual (MM) of NPCs or monsters, not all of which are necessarily hostile.
• Multiple options are presented for combat encounters In addition, I have added a signi.cant amount of context to
(see below under Scaling Encounters). many encounters, tying them in to the greater narrative or
• Treasure is adjusted to .t the standards of 5e. In some developing subplots around them.
cases, I have changed the treasure to be stranger than
what was presented in the original adventure so as to
better .t the mood of the adventure. TheSe
tti
ng
• Alternatives have been provided for arbitrarily deadly Eberron. While you can use this guide to run Castle Amber in
and/or permanent magical effect which are present almost any setting with minimal changes, I am setting this
throughout the original adventure. conversion in Eberron. While this might seem like an odd
choice, the two share roots in the pulp genre and each of
Af e
w addit
ionalf
ixe
sand them embraces weird .ction. Throughout this guide, I will be
assuming that the Amber family were Cyran nobility and that
sugges
tions: Castle Amber is on the border of the Mournland, seemingly
trapped in the mists that surround it. The powerful magics put
• Consider increasing the distance of the Gray Mist in place by Stephen Amber provided his home with
from the castle to roughly 90 feet. This allows the PCs protection, but isolated it in a demiplane outside of time.
to circle the castle and enter through other doors. It Averoigne itself is a region of Thelanis, the fey realm that is
also allows them to camp outside. I’d further suggest built from the stuff of stories. This is where the Amber family is
adding two additional doors: a servant entrance in from, and their long separation from their homeland has
the hallway near area 6 and an entrance to the chapel driven them mad.
area in the hallway across from area 29. These In the meantime, things from Xoriat have taken advantage of
changes should provide the PCs with a bit more free- the castle’s planar separation from Eberron in order to invade
dom in how they tackle the castle. the dungeon… and possibly contribute to the Amber family’s
• There should be a door between rooms 5 (the hall) madness.
and 9 (Richard’s bedroom). I have presented this as ...or Ravenloft. If you are running a Ravenloft campaign,
being a concealed from the hallway side. Averoigne – being something of a gothic medieval setting -
• To Those Who Would Be Free: This document appears works well as a domain in the process of being formed.
several times in the adventure, and it is likely that the Stephen Amber may have been chosen as the domain’s dread
party will .nd multiple copies of it. Note that these lord with Castle Amber as his estate - a fate he has avoided
documents are identical – and include handwritten thus far by being dead (temporarily, of course). Consider
notes. I suggest that these all be, literally, the same having Simon Amber attempting to manipulate Charles into
document – that it is, like many of the NPCs (see be- helping him achieve lichdom and becoming the dread lord in
low), unstuck in time. When the PCs .nd the second Stephen’s place. Alternately, Stephen could already be undead
copy, you might want to make the .rst copy disap- and his tomb could be something like a phylactery.
Cas
tleAmb
er–2
Wha
tAct
ual
lyHap
pene
d tomb to Thelanis. His restoration needed to be powered by a
story. That story needed heroes.
The Amber family is from Averoigne, a region of Thelanis. The PCs are those heroes. This is that story.
Their magical researches were dangerous and opened doors Stephen’s ghost is torn between the castle and the demiplane
to madness. Eventually, they were driven out of Averoigne. that holds his tomb. Still, it has managed to set up some minor
They Ced to Eberron by tearing through a manifest zone on assistance to the PCs in the form of the Amber Rod of Security
the edge of Cyre. They built their home on this site and sealed and the “To Those Who Would Be Free” document.
the hole that they tore open with a magical gate.
The magics that the family practiced were bizarre and often
dark in nature. They built an eldritch machine in order to
Uns
tucki
nTi
me
extend their own lives. Most of the family members had their You might note that there are far more inhabitants of Castle
own projects – Andrew David converted the gardens into an Amber than there are bedrooms and that the servant quarters
indoor forest, William began to mutate himself in order to are uninhabitable by the hobgoblin servants that wander the
achieve invulnerability as well as immortality, and Stephen – halls. You may choose to treat this as a feature of the castle’s
the family’s head and most powerful mage – delved into the curse: many of the castle’s inhabitants are living in different
nature of the soul. Stephen understood the process of times. When the PCs enter the servant quarters, they .nd an
becoming a lich, but that was not what he sought. Instead, he aranea lair. When hobgoblins enter the same room, they .nd
wanted his soul preserved and tied to his own living body. He their bunks... as it was before the aranea appeared there. Is-
tied his soul to Castle Amber and enchanted the entire castle abel Amber roams the halls, but she is a family member who
with time magics sot that it would have the power to undo his disappeared over a hundred years ago. She may enter her
death. In principle, the castle acted something like a lich’s bedroom… and if the PCs follow her, they might .nd her lion-
phylactery, but instead of the souls of others, it drew on the headed great-nephew. She would be nowhere to be found...
connection to Thelanis and was powered by a story: the having entered the room as it was when she lived there long
completion of a quest. ago.
Like others of his family, Stephen focused on his project to the
exclusion of all else. His wife, Princess Catherine, was
abandoned in a home full of mad relatives. Stephen’s brother TheNe
xtLe
vel
Henry, who was obsessed with taking everything he could Alternately, others who don’t have living quarters detailed in
from his brother, seduced her. Together, they plotted Stephen’s the adventure might live on the upper Coors of the castle.
death. They knew he had contingencies in place for his death, Only the .rst Coor is detailed in the adventure as written, and
so they built him a tomb that they hid away on a demiplane. – while no mention is made of upper Coors – it seems implau-
Then came the Day of Mourning. With a palace full of sible that a structure the size of Castle Amber, with its 100
diviners and oracles, the Amber family had more warning foot high domes in the center, would have only a single Coor.
than most of the tragedy. In an attempt to save his family, You may choose to have upper Coors accessible only to mem-
Stephen began a ritual to push Castle Amber back through the bers of the Amber family and their servants through either the
portal to Averoigne. While Stephen was in the middle of magic of the curse or magics woven into the structure of the
conducting the ritual, Henry loosed a horde of Death Demons castle itself.
upon his brother.
Henry and Catherine were in the midst of being coronated
before Stephen was even dead.
Pl
anarTra
vel
The death demons took Stephen’s body off to his tomb. The You may wish for planar travel be impeded for this adventure
half-completed ritual was intended to pull the Castle through due to the effects of Stephen Amber’s curse. Clever PCs might
to Averoigne. Instead, the magic was dragged along with try to use spells like Banishment to escape. If you don’t want
Stephen’s body and the castle was pulled into its own this to happen, I would recommend that throughout this
demiplane outside of time and space. adventure Banishment treats creatures from the Prime Material
For Khorvaire, it has only been a few years since the Day of Plane (or Eberron) as native. Summoning creatures should
Mourning, but Castle Amber now exists outside of time. For work as normal, but traveling from the castle or Averoigne to
some members of the family it seems like decades – or even other planes should be limited. One option would be for PCs
centuries – have passed. Other members of the family may not who attempt planar travel to end up back in the gray mist and
realize that any time has passed at all. stumble out near the entrance to Castle Amber. If the PCs have
Stephen’s plan for immortality worked, but it was not over. reached Averoigne, you may wish for them to stumble out
Thelanis is a world made of stories, and Stephen has tied his through the Gate of Silver Keys, instead.
Cas
tleAmb
er–3
ANot
eonMe
ntalI
llne
ss than the Amber family might lead you to believe. Averoigne is
very medieval in Cavor, and magic there is outlawed by the
In the original adventure, the Amber family member are often church. I like to think that the family left Averoigne because
described as insane or crazy. Whatever words are used to they were evolving into something that the constrained
describe their mental issues, I have chosen to portray their paradigm of Averoigne simply couldn’t permit – both legally
mental states as a magical malady – a side-effect of the magic and narratively.
that runs in their family made worse by the curse that they are
under and the inCuence of the planes, rather than a reCection
of real-world mental illness.
.
.
.andLanguage
The original adventure had both English and French versions
of the names of the members of the Amber family. The way I
think of this usage is that the French versions are what they
used (or would have used) in Averoigne, but they changed
their usage when they left. As such, I have stuck with the
English versions. Feel free to use either, though!
Scal
ingEnc
ount
ers
I have scaled combat encounters at three levels: 6th-level,
8th-level, and 10th-level. Each of these are standardized at a
party size of four PCs. If your PCs are different levels than
these or you have other than four PCs in your party, you may
wish to adjust the encounters or choose on based on the listed
dif.culties. For example, if you have a group of .ve level 7
PCs, you probably want to use the 8th-level scaling in most
cases, but consider toning it down in cases where that
encounter dif.culty is particularly high. Similarly, even if you
have a party of four 8th-level PCs, you might choose to alter
the dif.culty in some situations, either for pacing (you want
this encounter to be particularly easy or dif.cult)), because of
the condition that the PCs are in, or for role-playing and story
purposes. The scale and associated options are meant to be a
tool for you.
ClarkAsht
onSmi
thand
Averoi
gne
Clark Ashton Smith was a contemporary of H.P. Lovecraft and
Robert E. Howard. He corresponded – and collaborated –
with both of them. The stories of Averoigne that he wrote took
place in a mythical province of medieval France, and the
magicians in his stories make reference to various elder gods
and old ones, tying loosely into the Cthulhu mythos. One of
these is Tsathoggua, who is actually a creation of Smith’s.
Tsathoggua is referenced by Azédarac, a magician of
Averoigne, as Sodaqui. I have added a minor nod to this in the
Averoigne random encounter section.
If Castle Amber is your introduction to Averoigne, it can be a
bit confusing. The stories, while full of necromancers,
werewolves, and arcane artifacts, are much more grounded
Cas
tleAmb
er–4
PartOne
:Int
roduct
ion
The Gray Mist. The mist is odorless and cool. It should be
TheAmbe
rFami
ly refreshing, but it is anything but. A PC who enters the mist
A Family Steeped in Magic. The Amber family is a line of must make a DC 15 Wisdom save or be Frightened.
powerful wizards and sorcerers. Even those who don’t Frightened characters can only move back toward the castle.
specialize in magic are often touched by it. Unfortunately, Every minute that a PC spends in the mist, that PC takes 3
they are also a family plagued by mental instability. (1d6) psychic damage and must make a DC 15 Constitution
Full writeups of each member of the Amber family that Save or take 7 (2d6) points of poison damage. The mist
appears in this adventure can be found in Appendix B: Non- seems to go on forever. A PC who is lost in the mists and
Player Characters attempts to get back to the castle will generally succeed
In Eberron. The Ambers are a line of Cyran nobles. Family much more quickly than should be possible – while PCs can
legend has them hailing from a far-off land, saying that they travel far into the mist, the clearing the holds the castle is
travelled from there magically. This land was actually a never more than 100 feet behind them.
minor realm of Thelanis where the founders of the Amber
line were hunted due to their practice of forbidden magic. AreYouSt
ayi
ngf
ort
heNi
ght
?
They Ced to the land that would become Cyre where, along
with members of House Cannith, they built an Eldritch The original adventure has Stephen Amber magically
Machine that would seal them off from any pursuers from protecting the PCs while they sleep. Somehow he is able to
Thelanis. Centuries later, on the Day of Mourning, Stephen do this but can’t otherwise assist them. I suggest two
Amber – the head of the house – was conducting a ritual to alternatives. The .rst option is to simply move the gray mist a
protect his home when he was, apparently, killed. The bit further from the castle so that PCs can rest outside if they
magics at play manifested in a curse that left Castle Amber wish. Another option is to have a magical means of
adrift in time and space. protection similar to what the adventure posits, but without
In Denial. The nature of the curse is such that some relying upon constant intervention by Stephen Amber (who,
members of the family are not fully aware of it. They simply after all, is dead). In this situation, when the PCs wake in the
do not think to look outside the castle. Most of them know, castle foyer, they .nd a gift left for them by a mysterious
intellectually, that all is not right – and several of them know benefactor. This is a variant Rod of Security:
that Stephen’s tomb is key to setting things right – but they Amb
erRodofSe
curi
ty
do not really focus on these things. Instead they drift from Rod, legendary
one diversion to another in an eternal effort to entertain
This rod appears to be made of faintly glowing pure amber.
themselves.
Close inspection will reveal a tiny turtle, smaller than a Cy,
St
art that appears to be living inside it, swimming back and forth
within the solid rod with no apparent need of sustenance.
While holding this rod, you can use an action to activate it.
GoodMorni
ng The rod then instantly transports you and up to 12 other
willing creatures you can see to an extraplanar space that
Setting the scene. The PCs set up a camp at the edge of the takes the form of a large, circular room (40’ radius) with
Mournland. If you do not have a reason for them to be there, walls that appear to be made of the same material as the rod.
they can have been hired by a member of House Cannith to The room is richly appointed in the same style as Castle
retrieve a schema that was in the process of being Amber. The room contains a banquet table set for the
transported to Metrol via lightning rail on the Day of number of creatures within it, complete with ever-full
Mourning. The train should not be far past the border, and it pitchers of water, decanters of wine, and platters of food. A
is expected to be as easy a job as any that would take one number of comfortable beds line the wall across from the
into the Mournland. banquet table. Through the wall, an enormous turtle can be
It is unlikely that the PCs will camp without setting watch. It seen swimming by on occasion.
is also likely that the group will include elves or others who For each hour spent in the room, a visitor regains hit points
do not sleep. If this is the case, simply have a thick fog pass as if it had spent 1 Hit Die. Also, time passes more slowly
through the camp shortly before dawn. When it lifts a few within the room. One hour to visitors is only a minute
minutes later, the PCs .nd themselves in the castle foyer. outside. Visitors can remain in the room for up to one day.
Cas
tleAmb
er–5
When the time runs out or you use an action to end it, all 16 Skeletons
visitors reappear in the location they occupied when you
activated the rod, or an unoccupied space nearest that 17 Aranea
location.
Everything else that can be interacted with inside the 18 Thoul Servants
extraplanar space can exist only there. For example, an ever- 19 William Amber
full decanter of wine taken from the banquet table
disappears if it is taken outside the extraplanar space. 20 Zombies
Within Castle Amber, the rod can be used once every eight
hours. Otherwise, once the rod has been used, it can’t be 1–Dop
pel
gange
rs
used again until twelve days have passed. For level 6: Two doppelgangers (page 82 MM). They will
appear as missing members of the Amber family: Stephen
(area 70) and his wife Catherine (area 34).
RandomEnc
ount
ers–Cas
tle For level 8: Add a third doppelganger, who appears as
Madeline Amber (area 25).
Amber For level 10: Add a fourth doppelganger, who appears as
The original adventure includes a single wandering monster Janet Amber (area 10).
table for use in the West Wing, East Wing, Chapel, and 2–Hob
gob
linSe
rvant
s
Dungeon. If you wish to use these as random encounters, A group of hobgoblins march in line with military precision,
there is a 1 in 6 chance of an encounter every 20 minutes. engaged in their daily practice exercises, though they are
Alternatively, select those encounters that you believe will be clearly domestic servants rather than soldiers. Their captain
most fun and use them when you think they are appropriate. will attempt to bully the PCs into joining the exercise as if
Each encounter is scaled for level 6, 8, and 10. they were servants. The hobgoblins will not necessarily be
violent, but the captain will get increasingly insulting and
Wande
ringMons
terEnc
ount
er they will defend themselves if attacked.
For level 6: Use a hobgoblin captain and four hobgoblins
Table I (1d20) (page 186 MM)
1 Dopplegangers For level 8: Use six hobgoblins and a hobgoblin captain
(page 186 MM).
2 Hobgoblin Servants For level 10: Use six hobgoblins and a hobgoblin warlord
(page 187 MM).
3 Isabel Amber
3–I
sab
elAmb
er
4 Crystal Living Statues See Isabel Amber in Appendix B: Non-Player Characters
Isabel is an ambitious and talented young sorcerer who sees
5 Iron Living Statues
a path for herself to eventually lead the family. She knows
6 Rock Living Statues that Stephen is missing and is well aware that all is not right
in the castle. She could potentially serve as a resource for the
7 Lupins PCs, though convincing her to help may not be easy, as she
is tightly focused on her own ambition and self interest.
8 Werewolves
Bringing Stephen back would present a major barrier to her
9 Weretigers plans.
10 Caldron Magen
4–Cr
yst
alLi
vingSt
atue
s
See Living Statue in Appendix A: New Monsters.
11 Hypnos Magen These crystal statues are faceless, and they will appear
artfully arranged as dancing .gures. If touched, they will
12 Galvan Magen animate and begin an intricately choreographed dance. If
prevented from completing their dance, they will attack.
13 Mary Helen Amber
For level 6: Use two Crystal Living Statues.
14 Tabaxi For level 8: Use .ve Crystal Living Statues.
For level 10: Use seven Crystal Living Statues.
15 Shadows
5–I
ronLi
vingSt
atue
s
See Living Statue in Appendix A: New Monsters.
Cas
tleAmb
er–6
The iron statues depict long-dead members of the Amber room where they had previously engaged in combat, the
family. They stand straight against the wall. If approached, magen might be there cleaning blood off of the ceiling.
they will turn their head to face the PCs. If touched, they will For level 6: Use three Caldron Magen.
attack. For level 8: Use three Caldron Magen and one Caldron
For level 6: Use one Iron Living Statue. Magen Dissolver.
For level 8: Use three Iron Living Statues. For level 10: Use two Caldron Magen and two Caldron
For level 10: Use .ve Iron Living Statues. Magen Dissolvers.
6–RockLi
vingSt
atue
s 1
1–Hyp
nosMage
n
See Living Statue in Appendix A: New Monsters. See Magen in Appendix A: New Monsters
The rock statues are dressed in Averoigne .nery. They are The hypnos magen has been sent to bother the PCs by a
sculpted in an ancient style, with elongated features. They bored member of the family. They have been told to stop the
appear to be eroded with age. They will be encountered in PCs and ask them for their identi.cation papers. If the PCs
an area that the PCs have been in before, kneeling in the give them any papers, they are to take them to the indoor
center of the hallway or room in apparent prayer. If forest and throw the papers into the stream. The hypnos
interrupted, they will attack. magen would really rather be doing anything else.
For level 6: Use one Rock Living Statue. For level 6: Use one Hypnos Magen.
For level 8: Use two Rock Living Statues. For level 8: Use one Hypnos Magen and three Demos
For level 10: Use three Rock Living Statues. Magen Halberdiers.
For level 10: Use one Hypnos Magen and .ve Demos
7–L
upi
ns
See Lupin in Appendix A: New Monsters Magen Halberdiers.
The lupins are hunting werewolves, which they believe to be 1
2–Gal
vanMage
n
in the castle. Unless the PCs are harboring werewolves, they See Magen in Appendix A: New Monsters
are unlikely to be violent. The Lupins are based in the East The galvan magen are most likely sent as punishment.
Wing, but could be encountered anywhere. If the PCs help Nobody likes electrocution.
them hunt werewolves, the lupins could become their allies. For level 6: Use two Galvan Magen.
For level 6: Use one Lupin Champion and four Lupins. For level 8: Use two Galvan Magen and one Galvan Magen
For level 8: Use two Lupin Champions and two Lupins. Storm Battery.
For level 10: Use three Lupin Champions and four Lupins. For level 10: Use one Galvan Magen and two Galvan
Magen Storm Batteries.
8–We
rewol
ves
The werewolves (p. 211 MM) were infected with lycanthropy 1
3–Mar
yHe
lenAmb
er
by William Amber (see below) in his experiments. They have See Mary Helen Amber in Appendix B: Non-Player
escaped and are hunting. They have already killed one lone Characters
tabaxi, and are excited about the idea of .nding more. Mary Helen is one of the few
For level 6: Use two werewolves. members of the family who
For level 8: Use three werewolves. has no interest in arcane
For level 10: Use .ve werewolves. magic. This frustrates some of
her relatives, as she has a rare
9–We
ret
ige
rs
The weretigers (p. 210 MM) are guests of William Amber talent: she attracts and can
(see below). They do not know that he intends to vivisect communicate with some of
them, nor do they know about the werewolves. Discovering the spirits of Amber family
either of these things would drive them to a frenzy. Richard ancestors. Charles has been
(9. Bedroom (Richard’s Den)) has not met them yet, but he asking her to help him contact
might like to do so. Madeline, as she would not
For level 6: Use one weretiger. answer when he tried to
For level 8: Use two weretigers. speak with dead (because she wasn’t dead). Mary Helen is
For level 10: Use three weretigers. annoyed and, rather than lose her temper at Charles, she
stalked off to let off some steam...
1
0–Cal
dronMage
n
See Magen in Appendix A: New Monsters 1
4–Tab
axi
The caldron magen are cleaning the ceiling by stretching See Tabaxi in Appendix A: New Monsters.
their limbs. Various members of the family .nd this hilarious, The tabaxi are followers of Richard (9. Bedroom (Richard’s
so they are asked to do this frequently. If the PCs re-enter a Den)). They are often running errands for him.
Cas
tleAmb
er–7
For level 6: Use one Tabaxi Dreamseeker and one Tabaxi outside of his private areas, he uses disguise self or alter self
Devotee. spells to assume his original appearance, that of a slight,
For level 8: Use one Tabaxi Dreamseeker and three Tabaxi bespectacled human with short, curly hair.
Devotee. In combat, William is a dangerous opponent. He will cast
For level 10: Use one Tabaxi Dreamseeker, one Tabaxi blink and cloudkill, using his mobility and poison immunity to
Flame Zealot, and one Tabaxi Devotee. his advantage.
For level 6: Use William Amber.
1
5–Shadows
Shadows (p. 269 MM) are fairly weak undead creatures. As For level 8: Use William Amber.
such, they won’t make a challenging combat encounter on For level 10: Use William Amber and two Thoul servants.
their own. Thus they are usually best used to supplement 20–Zomb
ies
another combat encounter. Having shadows attack the PCs The zombies were created by Charles Amber (30. Chapel
when they are involved in another battle is an easy way to Library) and sent to search for his sister (25. Buried Alive!).
make an encounter that is going too easily a bit more They are not armed, and are not normally aggressive. They
dif.cult. Other places that a shadow encounter would be are dressed in simple robes, but the PCs will likely notice
particularly appropriate would be in 5. The Hall of Mirrors or that their Cesh is coated with a lightly perfumed wax. If the
34. Throne Room. zombies see Madeline Amber (or someone who looks like
her, such as one of the doppelgangers, above), they will
1
6–Ske
let
ons
The skeletons (p. 272 MM) were created by Charles Amber approach her, bow, and attempt to escort her back to
(30. Chapel Library) and sent to search for his sister (25. Charles. If prevented from doing so, they will attack.
Buried Alive!). They are not armed, and are not normally This is not intended to be a challenging combat encounter.
aggressive. They are dressed in simple robes. If they see Use two to three zombies per PC. You may choose to
Madeline Amber (or someone who looks like her, such as substitute these with Amber Zombies (see Appendix A: New
one of the doppelgangers, above), they will approach her, Monsters).
bow, and attempt to escort her back to Charles. If prevented
from doing so, they will attack.
This is not intended to be a challenging combat encounter.
Use two to three skeletons per PC.
1
7–Arane
a
The aranea from 7. Servants’ Quarters (Aranea Lair) are
traveling in humanoid form. They are likely to be friendly.
1
8–ThoulSe
rvant
s
See Thoul in Appendix A: New Monsters.
The thouls were once hobgoblin servants, but they were
experimented on by William Amber. If they see William,
they will attack him on sight.
For level 6: Use three Thouls.
For level 8: Use .ve Thouls.
For level 10: Use seven Thouls.
1
9–Wi
lli
amAmb
er
William is a mad mage who is obsessed with self-
transformation and his own immortality. His previous
experiments with trolls turned some of the hobgoblin servants
into thouls and created the troars in the indoor forest (see
Appendix A: New Monsters). His latest obsession is
lycanthropy, and he has recently learned how to transmit the
curse under controlled conditions. His werewolf experimental
subjects have escaped, however, and he is searching for them.
William has performed experimental procedures upon
himself, granting him troll-like resilience. This has resulted in
his body having transformed, giving him a disturbing, troll-like
visage, including claws and green-tinged skin. When he is
Cas
tleAmb
er–8
PartTwo:
Wes
tWi
ng
Tre
asure
1
.Foye
r John-Louis has 2,000 gp in his iron chest (lock DC 20) as
A gift. Upon waking, PCs will .nd the Amber Rod of well as a magical rapier and armor.
Security. It does not require attunement, but a PC who Enc
ount
erScal
ing
spends a short rest studying it will understand its use. It is a • For level 6: Use one pugilist, one halberdier and the
gift from Stephen Amber, summoned via a contingency spell CR 5 version of John-Louis Amber.
for the heroes destined to restore him to life. • For level 8: Use one pugilist, two halberdiers and
I
nhab
itant
s the CR 8 version of John-Louis Amber.
None • For level 10: Use one pugilist, four halberdiers and
the CR 10 version of John-Louis Amber.
Tre
asure
The Amber Rod of Security, see Appendix D: New Items.
3
.St
udy
2.
TheGrandSal
on The creatures labelled rakasta are actually tabaxi. They are
devoted followers of Richard Amber (9. Bedroom (Richard’s
Boxing. Boxing in the ring requires no special combat rules, Den)).
though combat will be paused after every 6 combat rounds.
Spells may be cast on the PC boxer at this time. Otherwise, I
nhab
itant
s
spellcasting is not permitted during the .ght. Also, spells may This room contains variant Tabaxi detailed in Appendix A:
not be cast targeting the magen or the area of the ring. New Monsters. Note that if there is combat, the tabaxi are
If the PC .ghting wishes to cast spells while in the ring able to do a surprising amount of damage, as they have three
(including cantrips like shocking grasp), these should be attacks and should be able to sneak attack nearly every
negotiated with John-Louis. It will probably reduce how round.
much he will bet on his magen. Tre
asure
The magen should be a very dif.cult opponent for a PC not Remove the coins from the treasure in this room. The chest
specialized in unarmed combat. A monk, of course, will be contains only the silver key, as well as a large amount of silk
at a serious advantage here. If a PC uses a shapechanging clothing worth about 250 gp.
ability, such as Wild Shape, to take a more physically Two of the tabaxi wear jewelry with permanent illusions – one
powerful form, John-Louis will be delighted and insist on has a copper bracelet that appears to be on .re and the other
introducing the PCs to some of his new friends (the has silver hoop earrings with tiny illusory snakes writhing
weretigers on the wandering monster table, above) who used around them (both of these are worth 75 gp). Each of the
a similar technique to defeat his magen. tabaxi is wearing a piece of jewelry worth 50 gp. If the Came
Wagering. John-Louis will bet up to 1,000 gp on the match. zealot is present, she is wearing a matching necklace and ear
In addition to any bets, he will reward PCs who last long cuff set with amber worth 100 gp.
against the magen:
• 2 boxing rounds (12 rounds of combat): 5 gp Enc
ount
erScal
ing
• For level 6: Use eight Tabaxi Devotee.
• 3 boxing rounds (18 rounds of combat): 10 gp
• For level 8: Use seven Tabaxi Devotees and the
• 4 boxing rounds (24 rounds of combat): 50 gp
Tabaxi Flame Zealot.
• 5 boxing rounds (30 rounds of combat): 100 gp
• For level 10: Use twelve Tabaxi Devotee. Add a
If the match lasts all 5 rounds, total the amount of damage
Tabaxi Flame Zealot.
dealt by each opponent to determine the winner.
I
nhab
itant
s
• John-Louis Amber, see Appendix B: Non-Player 4.
Dini
ngRoom
Characters . The ghostly servants all appear to be the ghosts of hobgoblins.
• Demos magen. For more information on demos If the PCs have encountered living hobgoblin or thoul
magen, see Appendix A: New Monsters. Two variant servants, they might recognize some of the ghosts. Similarly, if
types of demos magen are found in this area: the the PCs encounter living servants later, they might recognize
Demos Magen Pugilist and Demos Magen some of them as having been ghosts. Time in Castle Amber is
Halberdiers. funny that way.
Cas
tleAmb
er–9
PCs have 10 minutes to decide whether or not to be seated. • Brandy. Make a DC 15 Wisdom saving throw. If the
The various effects of the foods are: save is successful, the character hears beautiful,
• Onion Soup. Make a DC 15 Constitution saving haunting music until they complete a long rest. The
throw. If the save is successful, nothing happens. If it music is distracting and gives disadvantage on
is failed, the PC gains 1-4 hit points permanently. Wisdom (Perception) checks involving hearing. If the
• Amber Wine. This wine causes a short-lived magical save is failed, the PC is instantly reduced to 0 hit
drunkenness. Make a DC 20 Wisdom saving throw. If points. If the PC dies, it will become a ghostly
the save is successful, the PC is mildly euphoric and banquet guest.
has disadvantage on Dexterity, Wisdom, and
I
nhab
itant
s
Intelligence ability checks for 1 hour. If the save is Ghostly servants and guests.
failed, the drunkenness lasts for twice as long and,
during that time, the PC is also Charmed by anyone Tre
asure
who speaks to them. A lovely meal that you might remember forever.
• Tossed Salad. Ask the player to choose an ability and
make a saving throw with a DC equal to the PC’s 5
.TheHal
lofMi
rrors
score (e.g., if the PC has a 16 Strength, the DC of a
Strength saving throw would be 16). If the save is When the PCs are blinded, they should make a DC 18
successful, the ability score drops by one. If the save Constitution saving throw. Those who save successfully will
is failed, the ability score increases by one. Repeat remain blind for 30 minutes. Those who fail are blinded for
this until the PC has made four saving throw rolls. 1d4 hours.
This cannot raise a score above 18 or lower it below There is a secret door (DC 20), which is not on the map,
3, and it cannot change a score by more than two in between this area and area 9.
either direction. I
nhab
itant
s
• Roast Beef. Not magical. None, though wandering monsters seem likely. Living statues,
Tasty. servants, and members of the Amber family are all good
options here.
• Wheat Bread. Make a
DC 15 Constitution Tre
asure
saving throw. If it is None
successful, the PC no longer needs to eat food. If the
save is failed, the PC becomes more susceptible to 6.
Line
nCl
ose
t
starvation and gains a level of exhaustion any day in
which a full ration is not eaten. The closet is 10 ft. by 20 ft. That’s a pretty big closet.
• Green Beans. Not magical. Overcooked. I
nhab
itant
s
• Mushrooms in Wine Sauce. Make a DC None, though this might be an amusing place to put one of
18 Constitution saving throw. On a failed save, take the living statue encounters (see Random Encounters – Castle
42 (12d6) poison damage and gain the Poisoned Amber).
condition for 24 hours., On a successful save, take
Tre
asure
half damage and gain the Poisoned condition for 12 All of the linens here are very nice.
hours. At the end of the 12 hours, the PC gains
resistance to poison damage for the next month.
• Red Wine. This wine acts as a Heal spell. 7.
Ser
vant
s’Quart
ers(
Arane
aLai
r)
• Apple Streudel. Make a DC 15 Intelligence saving
The aranea are not necessarily hostile, but – being giant
throw. If the save is made, nothing happens. If the
spider-monsters – they do have dif.culty making a good .rst
save is failed, the PC gains the ability to cast Detect
impression when not in their humanoid forms. They are not in
Thoughts once per long rest as a sorcerer spell, with
their humanoid forms.
Charisma as the PC’s spellcasting ability. If the PC
focuses on the thoughts of a single creature for a full I
nhab
itant
s
minute, the last, Ceeting thoughts they sense will be The number of aranea encountered will depend upon the
of apple streudel. Every time the PC casts this spell, party’s level. Aranea are detailed in Appendix A: New
the PC must make a DC 10 Charisma saving throw. If Monsters.
this save is failed, the PC permanently loses this Tre
asure
ability. Remove the listed treasure and replace it with the following:
Cas
tleAmb
er–1
0
• A silver chalice (100 gp), I
nhabi
tants
a bronze ceremonial Black Pudding (p. 241 MM), Gray Ooze (p. 243 MM), Geen
dagger that turns black Slime (p. 105 MM), and Delver.
when exposed to blood
Tre
asure
(a minor magic item
Remove the listed treasure. The only item in the stone coffer is
worth 75gp – or more to
Delver (see Appendix D: New Items).
the right buyer), and a
silver and malachite Enc
ount
erScal
ing
bracelet (75gp). • For level 6: Use the room as presented.
• For each aranea present, • For level 8: The green slime in this room is
include 5 gems (worth a particularly potent. Each 5ft square has 15hp and the
total of 120 gp): 2 slime does 16 (3d10) points of damage to creatures
malachite (10 gp), 2 and 22 (4d10) points of damage to wood and metal
jasper or amethyst objects.
(25gp), 1 moonstone (50 gp) • For level 10: Add an extra black pudding.
Enc
ount
erScal
ing
• For level 6: Use two Aranea: 9.
Bedroom(
Richard’
sDe
n)
◦ Izik, whose humanoid form in a male gnome. He
This room has a door in the south wall (to area 5). It is obvious
knows message instead of minor illusion, silent
from this side, but well-hidden on the other.
image instead of detect magic, and hold person
Richard’s room is gaudily decorated with excessive gold leaf
instead of detect thoughts.
and furs. A life-sized painting on the wall depicts him shirtless
◦ Suzin, whose humanoid form is a female gnome.
(lion-headed and all), lounging on a divan, while scantily-clad
She uses the standard spell list.
tabaxi women feed him mice as if they were grapes. A divan
• For level 8: add one more Aranea (3 total):
identical to the one in the painting sits to the side.
◦ Mikil, whose humanoid form is a male tabaxi.
He uses the standard spell list. I
nhabi
tants
• For level 10: add yet one more Aranea (4 total): Richard Amber, see Appendix B: Non-Player Characters .
◦ Karil, whose humanoid form is a female dwarf. Depending upon the PCs’ level, either a Tabaxi Devotee or a
She knows mage armor and sleep instead of Tabaxi Flame Zealot will be present as well (see Appendix A:
detect magic and charm person. New Monsters).
Richard is arrogant and sensual. He surrounds himself with
8.
Ser
vant
s’Quart
ers(
Ooz
es!
!
!) those who adore him, and he is not used to being disagreed
with. He is likely to proposition any attractive members of the
The chest is 4ft long and 2ft wide rather than a cube. It party (of any gender), especially if they have feline traits.
contains Delver, a lawful neutral sentient shortsword +2. If Richard roars, it will be heard throughout the West Wing
Delver was found by John-Louis Amber (area 2) and the two and any NPC family members the party meets may be an-
quickly developed a contempt for each other. After a noyed with them for having inspired the noise. If the PCs kill
particularly argumentative evening in which John-Louis Richard, Andrew David Amber will seek vengeance (assuming
threatened Delver with green slime, John-Louis discovered he learns of it), bringing the full power of his Wild Hunt
that the sword had a fear of oozes. He set up this room as a against the PCs once they enter the Indoor Forest.
particularly cruel prison for the sword.
Except for the platform with the chest, the room’s Coor is Tre
asure
covered by green slime. The green slime does not move, but it Richard has magical golden plate armor, a magical
does 5 (1d10) hit points of damage each round a creature is in greatsword, and a potion of poison. His crown is worth 450
contact with it (until it is scraped off or destroyed). It does 11 gp. If the Tabaxi Flame Zealot is present, she is wearing 350
(2d10) points of damage to wood or metal objects. Each 5ft gp worth of jewelry (including a copper-studded black leather
square of green slime can be destroyed with one point of collar that can cause her head to burst into illusory Came on
cold, .re, or radiant damage, exposure to sunlight, or an effect command) and has a potion of healing (which appears
that cures disease. The green slime covers .fteen 5ft squares. identical to Richard’s potion). If a Tabaxi Devotee is present,
For more details see page 105 DMG. she is wearing 75 gp worth of jewelry.
Enc
ount
erScal
ing
• For level 6: use the CR 7 version of Richard Amber
and a Tabaxi Devotee
Cas
tleAmb
er–1
1
• For level 8: use either the CR 9 version of Richard
Amber and a Tabaxi Devotee or the CR 7 version of
Richard Amber and a Tabaxi Flame Zealot.
• For level 10: use the CR 9 version of Richard Amber
and a Tabaxi Flame Zealot.
1
0.Be
droom(
Jane
t’sDoom)
The creature in the bed pretending to be Janet is a mutated
troll. Between the troll, which constantly exudes noxious
Cuids, and the rotting body in the chimney, this room smells
awful.
I
nhab
itant
s
There is a mutated troll that is cosplaying as Janet Amber See
Janet Amber, Troll Imposter in Appendix B: Non-Player
Characters .
Tre
asure
None
Enc
ount
erScal
ing
For level 6: use the CR 7 version of the troll.
For level 8: use the CR 9 version of the troll.
For level 10: use the CR 11 version of the troll.
1
1.Be
droom(
Spooky)
Sp
oreTrap • A specter (the man), see p. 279 MM
Mechanical trap For level 8:
Close inspection will show old mold growth inside the lock. • A wraith (the woman), see p. 302 MM
With a DC 15 Intelligence (Investigation) check, a PC can • Two specters (the man and Janet), see p. 279 MM
con.rm that the lock will release a spore cloud if tampered For level 10:
with. If the spore cloud is triggered, it will .ll the 10 ft. square • Two wraiths (the woman and man), see p. 302 MM
in front of the safe. PCs in that area must make a DC 20 • A specter (Janet), see p. 279 MM
Constitution saving throw or take 27 (6d8) poison damage and
be poisoned until they complete a long rest. A PC who
succeeds on the saving throw takes half damage and is
1
2.Ki
tche
n
poisoned for 1 hour. The food being prepared is all ghostly and insubstantial as
The lock on the safe is DC 20. well.
I
nhab
itant
s
There are two or three ghostly inhabitants, depending upon
the party’s level. The third, if it exists, will be the spectral
remains of Janet Amber (see 10. Bedroom).
Tre
asure
The safe contains a Wand of Magic Detection. The wand is
made of glass, and it glows slightly (providing light equivalent
to a candle) whenever it is held by a living creature that casts
spells. The safe also contains 150 sp per specter in the room
and 200 gp per wraith in the room.
Enc
ount
erScal
ing
For level 6:
• A wraith (the woman), see p. 302 MM
Cas
tleAmb
er–1
2
PartThre
e:TheI
ndoorFore
st
Wisdom (Survival) check. The stream is between 4 and 10 feet
Unde
rtheDome deep in the center and is infested with crocodiles.
Pits and thorns. The forest has a few traps for interlopers that
In Eberron. The indoor forest is the heart of a manifest zone to have been set up by Isidora. Yes, they have set up traps in the
Thelanis. The nature of the curse, however, has made this forest that they grew in the middle of their house. This is
connection unstable, as the castle’s location is inconstant. hardly the strangest thing done by the Amber family.
Troubleshooting. Clever PCs may decide to break (or teleport)
through the dome in an attempt to escape. If they do, you Sp
ike
dPi
ts
have a few choices: Mechanical trap
• Keep it simple! They break through the dome and see The pits are extremely well-camouCaged as they have been
the sky, and – in every direction but straight up – the covered with planted sod and brush has been allowed to grow
Gray Mist… which circles Castle Amber in a circular over them. If the area is actually inspected, a DC 15
wall as high as the PCs can see. Intelligence (Investigation) check will con.rm a pit’s presence,
• Let them escape! Say that the dome borders on but it requires a DC 22 Wisdom (Perception) check to notice
another plane (I would recommend either Thelanis or something off about the area with the pits (such as a lack of
the Feywild, depending upon the cosmology you are trees in a suspiciously square 10 ft. area). Fortunately, the
using). This would likely abort the adventure (and growth on the pit surfaces provides some support so that
lead to a very different one), but it is an option. victims tend to fall in more slowly. Success on a DC 20
• Shortcut! Say the dome borders on Averoigne. Just Dexterity saving throw allows a victim who triggers the trap
remember that the characters will need the scroll by walking onto the surface to avoid falling in. Anyone who
from area 36 in order to break the curse. does fall into the pit takes 11 (2d10) piercing damage and 3
• The dome is a lie! You break the glass only to (1d6) bludgeoning damage. The pits are 15 feet deep.
discover that it was not transparent – but instead was
a permanent daylight spell. Beyond the dome is the ThornyBarri
ers
Wilderness hazard
Gray Mist.
• Timequake! Say the dome opens to the area around While the thorn wall
the castle… several hundred years ago. This, too, barriers are not magical,
could dramatically change your campaign, but the treat them otherwise as if
PCs may still want to return to their own time. they were produced by a
The PCs might also decide to follow the stream as it leaves (or Wall of Thorns spell.
enters) the forest. The text of the adventure does not explain
where the stream comes from (or goes). Again, you have a few
options:
• Extraplanar! As above, you could have the stream
RandomEncount
ers–
come from the Feywild or Thelanis… and allow the IndoorFore
st
PCs to escape into one of these realms.
If you want to use random encounters, check every 20
• Magic! Maybe the water is continuously conjured on
one end and destroyed on the other. Maybe there is a minutes for an encounter on the path and every 10 minutes
off of the path. You can also, of course, simply use the
short tunnel on either side that serves as a
teleportation gate, so the stream is effectively a loop. encounters you think will be most interesting when you think
that they will be most interesting.
Maybe there is a magical barrier that allows nothing
but water through.
• Still trapped! Maybe there is just a stream that
continues through the land around the castle and it
passes into the Gray Mist.
Movement in the forest. The areas off of the path are
considered dif.cult terrain. In general, it should not be
necessary to roll to see if the PCs traveling off of the path
become lost. If you wish to do so, have them make a DC 10
Cas
tleAmb
er–1
3
For level 8: Use two Troar.
Wande
ringMons
terEnc
ount
er For level 10: Use three Troar.
Tab
leI
I(1d6) 2–Ce
ntaur
See p. 38 MM.
Di
eRol
l Enc
ount
er The centaurs are lost. Only moments ago, they were traveling
1 Troar in Thelanis, and they haven’t even realized they’ve left yet.
2 Centaur (Looking up will convince them.) They will not be happy, and
3 Goat Brothers may blame the PCs for what has happened. Each centaur
4 Isidora Amber carries 20 sp. One of them carries a Wildwood Bow (see
5 Crocodile Appendix D: New Items).
6 Bearowl For level 6: Use four centaur.
For level 8: Use eight centaur.
For level 10: Use twelve centaur.
3–Goa
tBrot
hers
See Caprae in Appendix A: New Monsters
These are Billy the Goat’s big brothers (see area 16). They are
drunk and lost. Neither of these states are unusual for them.
For level 6: Use three caprae.
For level 8: Use four caprae.
For level 10: Use .ve caprae.
4–I
sidoraAmb
er
See Isidora Amber in Appendix B: Non-Player Characters
Isidora is Andrew David’s wife. She helped him develop the
indoor forest, Now, she tends the plants there, including the
more dangerous ones. She will happily show off her creations
to the PCs. After all, the vampire roses are thirsty.
If forced into combat, she will use call lightning. The sound
will summon the Wild Hunt. She will then Cee, using wild
shape if needed, and lead the PCs to one of the pit traps or the
killer trees to gain some time. At this point she will begin
summoning fey and calling
the denizen’s of the forest
to her aid.
For level 6: Use Isidora
For level 8: Use Isidora
and an Awakened Tree (see
p. 317 MM) that she is
1–Tr
oar discussing matters of
See Troar in Appendix A: New Monsters irrigation with.
The troar began as giant boar. A herd of these were released in
For level 10: Use Isidora
the indoor forest to serve as a food source for various and a Lupin Lancer (see
creatures – and as sport for the Wild Hunt. William Amber
Lupin in Appendix A: New
helpfully fed live trolls to some of these boars as part of a Monsters) mounted on a
bizarre, and gruesome, arcane experiment. The result was
Dire Wolf (see p. 321
regenerating, Ceshwarped boar-creatures MM).
Despite their formidable strength, as omnivores, the troars are
stilll fairly low on the food chain within the indoor forest. The 5–Croc
odi
les
crocodiles, bearowls, and others have learned to grab a bite See Amber Crocodile in Appendix A: New Monsters
and run, knowing that the troar will recover quickly. The troar, Crocodiles will only be found within 50 feet of the stream.
in response will violently attack any creature it sees They are notable for their bright, amber-colored eyes.
approaching, but will rarely pursue attackers who use hit and Crocodiles are cooperative hunters. If one crocodile restrains
run tactics. a creature, the others will attempt to tear the restrained
For level 6: Use one Troar. creature apart, gaining advantage on the attack.
Cas
tleAmb
er–1
4
For level 6: Use four Amber Crocodiles.
For level 8: Use one Giant Crocodile (see p. 324 MM) and 1
4.Shadow Paranoi
a
four Amber Crocodiles. Seeing through the illusion is dif.cult as it is a programmed
For level 10: Use one Giant Crocodile (see p. 324 MM) and illusion set to shift away when people get too close to it.
six Amber Crocodiles. While a PC can see through the illusion with a DC 17
Intelligence (Investigation) check, they will have disadvantage
6–Be
arowl
See Bearowl in Appendix A: New Monsters on the check unless they come up with a clever investigative
This strange creature has the body of an enormous brown method due to the illusions elusiveness.
bear with the wings and rear talons of a giant owl. The small
family of bearowls that live in the indoor forest patrol its 1
5.TheMai
denandt
heUni
corn
skies at night.
For level 6: Use three bearowls. I
nhab
itant
s
For level 8: Use four bearowls. Kavitha (see Appendix B: Non-Player Characters )is a gold
For level 10: Use .ve bearowls. dragon who owed a favor to Stephen Amber. She and her
companion, Talaralam the unicorn, entered the cursed castle a
Ot
herCre
ature
soft
heFore
st few years before the PCs did. Subjectively, though, they have
If you have Volo’s Guide to Monsters, there are a variety of only been there a few weeks. Kavitha had a vision of
additional creatures that would be good options for placement Stephen’s return and pictured him standing in front of his
in this area: house. Feeling a sense of danger that his family would destroy
• Annis Hag (p. 159) his home before he could return, she is paying off the favor
• Meenlock (p. 170) she owes him by protecting his home from his family. She
• Quickling (p. 187) knows little more than the PCs do about the curse, but she
• Redcap (p. 188) knows Stephen and is familiar with his family’s history –
• Yeth Hound (p. 201) enough not to trust them. She knows of the existence of
Averoigne, but she has never been there.
1
3.TheFore
stofDoom Talaralam is from Thelanis (or the Feywild, depending upon
the cosmology you are using) and is utterly devoted to
I
nhab
itant
s Kavitha. She uses the standard statistics for a unicorn. (p. 294
This area contains Killer Trees, which are detailed in Appendix MM)
A: New Monsters. Tre
asure
Tre
asure Kavitha’s chest holds her horde, which she has converted to
None high-value items for easy transport: 200 gp 400 pp, 15 agates
worth 25 gp each, 10 moonstones worth 50 gp each, 2 black
Enc
ount
erScal
ing
pearls worth 500 gp each, 1 emerald worth 1,000 gp, an
For level 6: Use two Killer Trees along the path (with more in
ioun stone of sustenance and a 1gurine of wondrous power
the forest as noted).
– silver raven. The chest itself has a minor enchantment on it;
For level 8: Use three Killer Trees along the path (with more in
it holds no more than it looks like it should, but it never
the forest as noted).
weighs more than 10 lbs, no matter what is put in it.
For level 10: Use four Killer Trees along the path (with more in
the forest as noted). Enc
ount
erScal
ing
This is not intended to be a combat encounter.
1
6.TheBi
lly
goa
t’sWoe
I
nhab
itant
s
Billy the Goat is one of the caprae, a fey race of goat people
related to satyrs. For more on the Caprae, see Appendix A:
New Monsters. If you need stats for Billy, use the Spunky Kid
entry. Billy’s brothers were, in fact, behind him, but they are
drunk and lost (neither of which are surprises).
Cas
tleAmb
er–1
5
For the troll, you can use the version written up as Janet For level 8: Use one amoeba and add a killer tree that waits
Amber, Troll Imposter in Appendix B: Non-Player Characters - for the amoeba to attack.
but I would suggest using a different out.t. For level 10: Use one amoeba and add two killer trees that
wait for the amoeba to attack.
Tre
asure
The troll has a pile of shiny
but mostly worthless rocks 1
9.Ki
ngMi
das
’Ac
orns
that it has collected from
the stream. One of them I
nhab
itant
s
that is externally There are six squirrels here. If you need details, see Midas
unremarkable is an Squirrel in Appendix A: New Monsters, but they are really
uncracked geode that could pretty much just squirrels.
be very impressive if
Tre
asure
properly cut. A DC 20
If you steal food from the adorable squirrels, you can get up
Nature check or a DC 15
to 400 acorns worth 5 gp each. Collecting them will take
Intelligence check by
some time, and it will likely result in a random encounter. It
someone with the
is likely that one of the squirrels will seek out Isidora or
gemcutting tool pro.ciency will identify it as a probable
Andrew David.
geode.
Enc
ount
erScal
ing 20.
TheWi
ldHunt
For level 6: use the CR 7 version of the troll.
For level 8: use the CR 9 version of the troll.
For level 10: use the CR 11 version of the troll.
I
nhab
itant
s
Andrew David Amber rides
a Giant Elk.
Two Lupin Lancers ride
1
7.ACrockofCrocs Dire Wolves.
Two Tabaxi Devotees ride
I
nhab
itant
s Sabre-Tooth Tigers.
Crocodiles. See Amber Crocodile in Appendix A: New For more information:
Monsters. • Andrew David
Tre
asure Amber is detailed
One of the crocodiles has swallowed an Alarm Gem (see in Appendix B:
Appendix D: New Items for details. Non-Player
Characters .
Enc
ount
erScal
ing • Lupin are detailed
For level 6: Use .ve Amber Crocodiles. in Appendix A: New Monsters (see the entry for Lupin
For level 8: Use one Giant Crocodile (see p. 324 MM) and .ve Lancer).
Amber Crocodiles. • Tabaxi are detailed in Appendix A: New Monsters.
For level 10: Use one Giant Crocodile (see p. 324 MM) and • Dire Wolves are on p. 321 MM
seven Amber Crocodiles. • Sabre-Tooth Tigers are on p. 336 MM
• Giant elk are on p. 325 MM
1
8.TheFount
ainofDe
ath Tre
asure
Each lupin carries 15 sp and 4 pp.
The lock on the chest is DC 18. Each tabaxi carries 5 sp and a piece of jewelry worth 50 gp.
I
nhab
itant
s Andrew David Amber carries a 3ail +1 and a potion of greater
There is a Giant Amoeba in the fountain. Details can be found healing, and he wears a ring of plant control (see Appendix D:
in Appendix A: New Monsters. New Items). His breastplate is not magical, but it has a
beautifully enameled pattern of leaves on it, and is worth 750
Tre
asure
gp.
The silver key and 3,000 sp.
Enc
ount
erScal
ing Enc
ount
erScal
ing
For level 6: Use one amoeba. By default, this encounter is appropriately scaled for level 10
characters. Level 8 characters should .nd it very dif.cult to
Cas
tleAmb
er–1
6
defeat in combat. Level 6 characters should .nd it near- Tre
asure
impossible. Instead of scaling back the number of creatures or No conventional treasure, but all of the dangerous plants
their power level, however, I suggest simply breaking this here are worth something to alchemists.
encounter up.
Enc
ount
erScal
ing
For level 6: Use three groups. Have the tabaxi and their
For level 6: Use two Vampire Roses.
mounts stalk the PCs. Have the Lupins and their mounts join a
For level 8: Use three Vampire Roses.
few rounds after the tabaxi enter combat. Andrew David can
For level 10: Use four Vampire Roses.
show up several rounds later – for maximum drama, have this
happen just as the PCs defeat one of the other members of the
Hunt.
For level 8: Use two groups. Have the tabaxi and their mounts 23
.TheBl
ood-
Stai
nedArc
h
stalk the PCs. Have the Lupins and Andrew David show up
The saving throw is a DC 15 Charisma save.
several rounds after the tabaxi attack.
For level 10: Use one group.
21
.Wi
lde
rne
ssGa
the
ring
See 14. Shadow Paranoia.
22.
Flowe
rsofEvi
l
Amb
erL
otusFl
owe
rs
Wilderness hazard
These plants resemble golden-colored water lillies. When a
creature that is Tiny or larger approaches within 10 feet, the
plants release a 20 ft radius cloud of pollen. Creatures in the
pollen must make a DC 15 Constitution saving throw or fall
asleep, gaining the Unconscious condition. This sleep lasts
for 1 hour or until the target takes damage. Each round after
the Cowers release their pollen, if there are creatures within
10 feet of them, roll 1d6. On a 5 or 6, they release another
cloud of pollen.
A 5 foot square of amber lotus Cowers can be destroyed by
any amount of slashing, bludgeoning, .re, cold, lightning,
thunder, or radiant damage dealt to them.
GrabGras
s
Wilderness hazard
These plants appear as tall grasses. A creature that enters into
(or starts its turn in) a 5 foot square of grab grass must make a
DC 15 Dexterity saving throw or be Restrained. A target
restrained in this way cannot make weapon attacks or cast
spells with somatic components. On a target’s turn, it can
attempt a DC 16 Strength saving throw. On a success, it
breaks free.
A 5 foot square of grab grass is destroyed if it takes 10 points
of slashing, .re, cold, lightning, or radiant damage.
I
nhab
itant
s
For more details on Vampire Roses, see their entry in
Appendix A: New Monsters
Cas
tleAmb
er–1
7
PartFour:
TheChap
el
The Chapel uses the Random Encounters – Castle Amber table 26.
Monas
ticCe
lls
from .
Note that if a zombie attacks, all of the zombies, including
those on the other side of the chapel, will join in the attack –
24.
TheMai
nChap
el though it will take some time for zombies to cross the
Note that area 25 is within the main chapel area. chapel.
The iconography within the chapel is not immediately
I
nhab
itant
s
obvious. In Eberron, PCs might reasonably assume that it is a
The cells contain Amber Zombies, which are detailed in Ap-
chapel dedicated to the Sovereign Host – there is nothing
pendix A: New Monsters.
obvious to say otherwise. A DC 15 Intelligence (Religion)
check will allow a PC to recognize that there is subtle Tre
asure
iconography of the Blood of Vol woven into otherwise non- None.
speci.c patterns. Enc
ount
erScal
ing
I
nhab
itant
s For level 6: Use one Amber Zombie per cell.
See Amber Living Statue in Appendix A: New Monsters for de- For level 8: Use two Amber Zombies per cell.
tails, including the effects of the statues. For level 10: Use three Amber Zombies per cell.
Tre
asure
None, other than the possible effects or gifts of the statues. 27.
Cons
ult
ati
onRoom
I
nhab
itant
s
25
.Buri
edAl
ive
! This room houses the chapel’s skeletal attendants. Details on
Note that area 25 is within the main chapel area. Bone Golems can be found in Appendix A: New Monsters.
I
nhab
itant
s Tre
asure
Madeline Amber (detailed in Appendix B: Non-Player Charac- The silver key. The amber robes are also very nice, lined in
ters ) is buried in a crypt. Heavy Cagstones cover it, requiring velvet, and worth 65 gp each if not damaged… provided that
a DC 18 Strength check to move. Below the Cagstones is a it doesn’t bother you that they were worn by skeletons.
stone sarcophagus. Once the PCs move the Cagstones, Made- Enc
ount
erScal
ing
line will be able to move (barely) the sarcophagus lid. For level 6: Use one Greater Bone Golem and 10 skeletons.
It is not unlikely for the PCs to assume that Madeline is a For level 8: Use Greater Bone Golem, one Lesser Bone
ghoul or some other undead creature. If she’s attacked .rst, Golem, and 9 skeletons.
she will .ght back, though she is more likely to thank the PCs For level 10: Use one Greater Bone Golem, two Lesser Bone
than attack them if they give her a chance. For details on Golems, and 8 skeletons.
Madeline Amber, please see Appendix B: Non-Player
Characters .
Madeline is familiar with the Chapel area. The statues in area
28.
Bedroom
24 will not attempt to touch her, though they may come alive This is Simon’s bedroom.
if she approaches them. They will speak with her, quietly, if I
nhab
itant
s
they do (they only speak to their descendants). She does not None.
know what gifts they might bestow, and only vaguely knows
that they bestow gifts – there haven’t been a lot of visitors. She Tre
asure
knows of the zombies and skeletons and, while they do not A DC 20 Intelligence (Investigation) check will .nd a secret
obey her, they will not attack her or people she is clearly with. panel in the bed’s headboard. It contains a small metal coffer.
Simon will appear happy to see her, but this is fakery on his The coffer is locked (DC 12), but also has a glyph of warding
part . A DC 15 Wisdom (Insight) check will show that his cast on it. A DC 17 Intelligence (Investigation) check will
surprise is genuine but not happiness, as he was aware that notice the glyph. If the coffer is opened by someone other
she was alive when buried and had hoped she would die so than Simon, the glyph is triggered and everyone within a 20
that he could use Charles’s guilt to control him. foot radius sphere centered upon the coffer must make a DC
17 Dexterity saving throw, taking 27 (6d8) thunder damage on
Tre
asure a failed save and half of that on a successful one. Moreover,
None. the explosion will be heard throughout the chapel and any
Cas
tleAmb
er–1
8
inhabitants of areas 26 or 27 will come and attack anyone
other than Simon, Charles, or Madeline. If Simon is alive, he
will know what the sound means and take precautions. The
coffer contains .ve emeralds worth 500 gp each, a scroll of
blade barrier, and a potion of gaseous form.
29.
Rel
iquar
ySt
orage
If PCs search this room, they can make the following
discoveries:
• Intelligence (Investigation) or Wisdom (Perception)
DC 10: There appears to be detritus stuck to the
ceiling (torn up pieces of clothing, dirt, and… is that
half of a dead rat?). Also, there are four holes in the
ceiling, between 6 and 12 inches in diameter.
• Intelligence (Investigation) DC 15: It looks like a lot
of the stored items have been put in here recently.
There’s some women’s clothing and other personal
items that have been pushed into the room’s NW
corner. These personal items includes a .nely made
(but not extraordinary) suit of chain mail. (Note:
these items aren’t hidden – the Investigation check is I
nhab
itant
s
to realize they were displaced by the religious One cockatrice, p. 42 MM. The cockatrice is actually rela-
supplies, not to .nd them). The Coor on the NE tively tame, coming from a long line of cockatrices kept in
corner of the room is a bit moldy. captivity by the Amber family, but it is territorial and will chal-
• Intelligence (Investigation) DC 20: The things stuck lenge anyone who threatens it.
to the ceiling really look as if they are just resting on Killer Bee Swarm, see Appendix A: New Monsters. These have
an upside-down Coor. nested in this room, but have a path through the ceiling into
• Wisdom (Perception) DC 20: Do you hear the indoor forest.
something coming from the holes? Maybe a hissing
or a buzzing? Tre
asure
This room was, until a few days ago, Madeline’s bedroom. Nothing of signi.cant value, though there are plenty of
One of her family members magically altered the top two mundane items: women’s clothing, candles, incense,
feet of the room so that gravity is reversed there. The idea ceremonial shrouds, sacri.cial daggers, etc. A PC with the
was that Madeline could keep her pet cockatrice from right mix of caution, foolhardiness, and skill with animals
getting underfoot. Both Simon and Charles have forgotten might be able to tame down the cockatrice, but there’s no
about her pet. guarantee that it won’t petrify someone because they didn’t
Gravity near the ceiling is only reversed for things that are feed it quickly enough.
completely within the spell area. Thus, poking something up Enc
ount
erScal
ing
there with a pole will disrupt the effect enough for whatever The dangers in this room are presented more as
it is to fall. Yes, that is half a dead rat… and the “dirt” is inconveniences than real threats. Use one Killer Bee Swarm
mostly cockatrice droppings. per PC and a single cockatrice.
From west to east, the holes contain the following:
Hole #1 (SW corner): the beehive, containing Killer Bee
Swarms
Hole #2 (just in front of the secret door): a pile of loose coins
(Madeline had a habit of tossing them up there because it
amused her). The pile contains 800 cp, 280 sp, and 50 gp.
Hole #3 (NE corner): the cockatrice’s water bowl. The water
is rather dirty at this point, since no one has changed it.
Hole #4 (NE corner): the cockatrice’s nest.
Cas
tleAmb
er–1
9
3
0.Chap
elLi
brar
y challenge. If you wish, inhabitants from area 27 could come
to aid Charles… or Madeline’s pet from area 29 could come
I
nhab
itant
s to assist her.
Charles Amber, see Appendix B: Non-Player Characters for If Simon (area 32) is aware that Madeline is free, he may
details. If Madeline Amber is alive, but not with the party, she choose to appear at the last moment to save Charles from her,
will likely show up. but he is unlikely to do this if he knows the PCs are there.
3
1.Ve
str
y
I
nhab
itant
s
Treat the robes as animated objects with no attacks.
Tre
asure
There are a dozen animated robes. They can be taken from
the room if they are restrained. Doing this is not dangerous or
particularly dif.cult, but it would likely be amusing to watch.
The robes will remain animated if removed from the castle,
but they will only dance if they are all released together.
Otherwise, they merely Coat aimlessly.
3
2.SanctumSanct
orum
I
nhab
itant
s
Tre
asure Simon Amber is a cleric devoted to his own power and im-
The wooden chest contains Madeline’s items of value which mortality. In Eberron, he is a powerful priest of the Blood of
Charles has collected. Charles hasn’t yet determined what to Vol, a contender for a seat on the Crimson Covenant.
do with them. They include her shield +1, a silver Cask worth Through prayer and meditation, he has learned something of
100 gp, a jar full of copper pieces, and 1,500 gp. There are the curse that surrounds Castle Amber, and knows the
2,000 cp in the jar. Buried among them is a single bead of following:
force. • The curse can only be broken by .nding Stephen’s
Charles Amber carries a Bone Dagger (see Appendix D: New tomb.
Items), a ring of spell storing, and an amulet of ivory and • Stephen’s tomb is not in Castle Amber.
amber worth 300 gp. A DC 15 Intelligence (Religion) check • Members of the Amber family cannot leave Castle
will identify it as including old iconography of the Blood of Amber while the curse is active.
Vol. He has con.rmed these things only recently, but has already
Most of the books in the library are either religious or arcane sent several servants (mostly hobgoblins and lupins) to their
in nature. Several of them deal with necromancy. There are a death in the mists surrounding the castle.
few books which appear to have been written as memoirs by Even if the PCs already seek Stephen’s tomb, he will attempt
intelligent undead. There are two wizard’s spellbooks in the to ensure their dedication to this task by use of the geas spell.
library, both of which seem to be quite old. If the PCs refuse, he will attempt to kill them.
The .rst spellbook is relatively light and wrapped as if for
travel. It contains: comprehend languages, detect magic, Tre
asure
invisibility, rope trick, phantom steed, sending, and The altar is worth 2,000 gp, but is a piece of heavy, if small,
phantasmal killer. furniture and will likely require magic to be carried without
The second spellbook is a heavy tome that contains a great signi.cant dif.culties. Simon wears an amulet of ivory and
deal of marginalia (including some things that are almost amber worth 500 gp. It is similar to the one Charles wears, but
certainly idle doodles). It contains the following spells: a bit more ornate.
comprehend languages, protection from evil and good,
unseen servant, gentle repose, locate object, animate dead, Enc
ount
erScal
ing
clairvoyance, magic circle, legend lore, and planar binding. If the PCs .ght Simon Amber:
For level 6: Simon stays in this room, attempting to use geas
Enc
ounte
rScal
ing on as many PCs as possible. If possible, he will cast death
If the PCs get into a .ght here, it will likely be with a ward on himself. He will then use his staff of the python,
weakened Madeline. In any case, it should not be a great turning it into a giant constrictor (p. 324 MM), and engage the
Cas
tleAmb
er–20
PCs with spiritual weapon and his warhammer and touch of
death ability. Once each of the PCs has been wounded, he
will use divine word.
For level 8: Simon attempts to move into a room where he is
likely to have allies and use them (and his staff, if needed) to
delay the PCs. He will cast death ward on himself and, if
possible, Guardian of Faith in a doorway or hallway between
the PCs and himself. He will then engage the PCs with
spiritual weapon and his warhammer and touch of death
ability. Once each of the PCs has been wounded, he will use
divine word.
At level 10, he will begin combat, if possible, by using his
broom of Cying and casting spirit guardians to get (and keep)
distance between himself and the PCs. He will make use of
any of the tactics above if appropriate. In addition, if PCs are
close enough together, he will attack two of them at a time
with chill touch, attempting to stay out of melee. If forced into
melee, he will use vampiric touch along with his touch of
death ability if wounded.
3
3.Choi
rLof
t
A DC 20 Intelligence (Investigation) or Wisdom (Medicine)
check will discover that all the statues have bite marks from
something with a chicken-like beak.
I
nhab
itant
s
None
Tre
asure
None.
Cas
tleAmb
er–21
PartFi
ve:
Eas
tWi
ng
The East Wing uses the Random Encounters – Castle Amber Tre
asure
table from . Finding the secret compartment in the throne requires a DC
18 Intelligence (Investigation) check or a DC 25 Wisdom
3
4.ThroneRoom (Perception) check. The secret compartment is protected by a
poison needle trap:
Most of the people in the room have been stripped of
valuables.
Poi
sonNe
edl
e
mechanical trap
I
nhab
itant
s A creature attempting to open the secret compartment takes
Catherine Amber (see details in Appendix B: Non-Player 1 piercing damage and 11 (2d10) poison damage, and must
Characters ) used magic jar to save herself, but – due to the succeed on a DC 15 Constitution saving throw or be
curse – she has been trapped in her throne ever since. Only poisoned for 1 hour. A successful DC 20 Intelligence
recently has she regained the ability to possess bodies, and (Investigation) check allows a character to deduce the trap’s
even that is uncertain. Her general priorities in choosing a presence from alterations made to the lock to accommodate
body are as follows: the needle. A successful DC 15 Dexterity check using
1. Humanoid thieves’ tools disarms the trap, removing the needle from the
2. Female lock. Unsuccessfully attempting to pick the lock triggers the
3. Medium-sized trap.
4. Physically attractive
The secret compartment contains jewels worth 2,000 gp.
5. Physically healthy and strong looking
The jeweled scepter was Henry’s Rod of the Tyrant (see
An attempt at possession will require a DC 15 Charisma
Appendix D: New Items). It was well-known as being
saving throw on the part of the target. On a successful save,
cursed, which is why it was not looted.
the target knows that there was an unsuccessful possession
attempt (though not where it came from) and is immune to Enc
ount
erScal
ing
further attempts for 24 hours. On a failed save, the target’s For level 6: use the encounter as above.
soul is trapped in the throne and Catherine’s is in its body. For level 8: give Catherine advantage on checks to control the
If Catherine’s soul is in the body, it falls to the ground as if body she has possessed.
unconscious. The next round, Catherine can make a DC 20 For level 10: Catherine gains control of the body immediately
Charisma check to take control of it. She can make this upon possessing it, and it is not obvious to other PCs that
check each round until she succeeds. anything has happened until she attacks.
Since the magic jar’s duration has been inde.nitely
extended, a PC who is trapped in the throne can only return
to its body if the body is within 100 ft and either the throne is
destroyed or the effect is dispelled.
Cas
tleAmb
er–22
3
5.Bal
lroom dog (use the entry for mastiff, p. 332 MM) until the effect is
dispelled unless it succeeds at a DC 15 Wisdom saving throw.
I
nhab
itant
s The “To Those Who Would Be Free” scroll can also be found
This area contains Little Ape (see Appendix B: Non-Player here. If the PCs already have a copy of this scroll, their
Characters for details) and his three white ape “pets.” For de- existing copy disappears as soon as they .nd the one in this
tails on White Apes, see Appendix A: New Monsters. Any of room.
the four inhabitants of this room will take 2d6 psychic dam- There are a large number of valuable nonmagical books here.
age per round that they spend outside of the room. The collection is strong on history, politics, arcane theory, and
poetry. In Eberron, this library may have one of the best
Tre
asure remaining collections of Cyran poetry in the world. The library
Little Ape has a potion of longevity and a Bag of Unending also has several books on Averoigne history and legends.
Nourishment (see Appendix D: New Items). These can be used to learn more about the names and items
Enc
ount
erScal
ing listed at the bottom of “To Those Who Would Be Free.” Note
None. While there is a chance that this encounter will end in that because of the faerie tale nature of Averoigne, the
violence, it should not happen. individuals mentioned might be both legendary .gures and
“still” alive. These books contain no secret’s, however – they
3
6.Li
brar
y will not, for instance, reveal anything about Azedarc’s practice
of magic or Sephora’s true nature.
I
nhab
itant
s
Claude Amber (see Appendix B: Non-Player Characters for
details) is the sole inhabitant of this room. He is currently
planning to rid the dungeon of the taint of madness, and is at-
tempting to learn how to seal whatever sort of gate might have
opened. He knows he could turn to one of his more magi-
cally-inclined relatives for aid, but he doesn’t want to have to
do that. He will suspect that the PCs are manifestations of that
madness, but that won’t make him violent.
He is willing to discuss the dungeon, but he isn’t aware of
how to best pass through the Magic Letter Square and all he
knows about the brain collector is that there is some strange
and deadly creature in that area. Enc
ount
erScal
ing
He knows of the death demon and the hell hounds, and he Ideally, this encounter will not end in violence, but there is a
disapproves that these are being kept. He would like to good chance that – at this point – the PCs will simply attack
destroy them. anyone who is a member of the Amber family. So…
If the PCs make a good impression on Claude and let him For level 6: Claude Amber will blow his whistle only when he
know that they intend to go to Averoigne, he will inform them is near death.
of the gate in the dungeon. He knows that it requires silver For level 8: Claude Amber will blow his whistle once he has
keys and he believes that Simon and Richard each have one. taken damage. Half the lupins will arrive in three rounds. The
He can tell the PCs a little about Averoigne – he was there others will arrive two rounds later.
once when he was young. He remembers his trip as a boring For level 10: Claude Amber will blow his whistle immediately
visit to a rural countryside. He does remember that magic was and the lupins will arrive in two rounds.
forbidden there and he thinks that his family originally left
because they were curious about magic.
3
7.Be
droom
Tre
asure A DC 20 Intelligence (Investigation) roll will .nd some dog
There are several magical scrolls in the room: these appear to hairs on the bed. If the PCs have met Claude (area 36), they
be spell scrolls of blight, Evard’s black tentacles, Leomund’s can identify the hairs as probably belonging to him.
tiny hut, locate object, polymorph, wall of ice, and wind wall.
Most of these are what they appear to be, but the polymorph I
nhab
itant
s
spell scroll is cursed. A creature who reads it (whether to use None. This is Claude’s bedroom, but he is in the library.
the spell, copy it into a spell book, or merely to study it) will Tre
asure
be the target of a polymorph spell and will be turned into a None
Cas
tleAmb
er–23
3
8.CardRoom The Juggler. If the PC has spell slots, nothing happens.
Otherwise, the PC receives a ring of spell storing with the
Madam Camilla does not show up in this adventure following stored spells: silent image, knock, skywrite.
otherwise. While in her timeline, she is actually in area 37,
I
nhab
itant
s
she is out of phase with the PC’s timeline and that room will
None
be empty for them.
The effects of the cards are as follows: Tre
asure
The Moon. The PC immediately attacks another PC once. If Some of the cards provide treasures.
the PC fails a DC 15 Wisdom saving throw, the attack is
made with the PC’s most damaging option. If the saving
throw is successful, the PC uses whatever their most
3
9.TheBl
ueRoom
common attack method is (usually a weapon or cantrip). PCs who enter this room should make a DC 20 Wisdom
The King of Wands. (Perception) check. Those who succeed will feel momentarily
When a PC pick up the disoriented due to the inCuence of the madness leaking from
card, a wand falls the dungeon into these rooms. A PC who searches this room
through it as if it were a should make a DC 15 Wisdom saving throw. On a failure,
hole and lands on the the PC has a vision of one of the two cursed spirits from area
table. If the wand 46.
requires attunement and I
nhab
itant
s
the PC can attune to it, None
the PC will
automatically attune to
Tre
asure
None
it upon touching it. Roll
1d8 to determine which
wand: (1-2) wand of 40.
TheWhi
teRoom
enemy detection, (3-4)
PCs who enter or look into this room should make a DC 20
wand of magic
Wisdom (Perception) check. Those who succeed will – for a
detection, (5) wand of
moment – think that they saw the room with no creature or
magic missiles, (6) wand of web, or (7-8) wand of wonder.
frost. In truth, the frost salamander and its arctic environs are
The Queen of Cups. The PC receives a Cup of Truthsaying.
madness made real.
For details, see Appendix D: New Items.
The eastern half of the room is covered in drifts of snow,
The Fool. The PC is the target of a feeblemind spell. The DC
making it dif.cult terrain. The frost salamander ignores this
of the Intelligence saving throw is 15.
dif.cult terrain.
The Page of Coins. The PC must succeed at a DC 18
This room is extremely cold. Each hour spent in this room
Charisma saving throw or be cursed. Whenever the cursed
requires a successful Constitution saving throw to avoid
PC touches a coin more valuable than a copper piece, the
receiving a level of exhaustion for those not adapted to the
coin is transformed into copper. This is, of course, unlikely to
cold. The DC for these saving throws begins at 10 and
be noticed immediately. The effect can be removed by
increases by one per hour spent in the room.
remove curse.
Strength. The PC is the target of an enhance ability (bull’s I
nhab
itant
s
strength) spell. The effect lasts until the PC completes a long This room contains a Frost Salamander. This creature is de-
rest. tailed on 223 of Mordenkainen’s Tome of Foes. It is included
The Wheel of Fortune. The PC rolls 2d6. (2-5) the PC has in Appendix A: New Monsters alongside two variant versions.
disadvantage on attacks and ability checks, (6-8) no effect,
(9-12) the PC has advantage on attacks and ability checks. If
Tre
asure
the result on the 2d6 is odd, the effect lasts 30 minutes. If it
Instead of the treasure listed in the room, there are various
is even, the effect lasts until the PC .nishes a short or long
clear or white gems in the snow. For every 15 minutes (or
rest.
portion thereof) spent searching, have the characters make an
Death. The PC must make a DC 15 saving throw or take
Intelligence (Investigation) check. With a result of:
necrotic damage equal to its current hit point total. A
10 or less, the PC .nds nothing
successful save results in half damage.
11-13, the PC .nds a piece of quartz worth 1d6 x 10 gp
The Knight of Swords. The weapon received is a Lusting
14-16, the PC .nds a piece of selenite worth 2d6 x 10 gp
Blade. See Appendix D: New Items for details.
17-19, the PC .nds a piece of zircon worth 3d6 x 10 gp
Cas
tleAmb
er–24
20-22, the PC .nds a moonstone worth 1d4 x 100 gp I
nhab
itant
s
23-25, the PC .nds a pearl worth 1d6 x 100 gp The giant is a manifestation of madness. Each PC will see it as
26-28, the PC .nds a diamond worth 1,000 gp a member of their own race. A PC who attempts to simply
29-30, the PC .nds a diamond worth 2,000 gp walk past the giant and enter the next room must make a DC
31+, the PC .nds a 2,000 gp diamond and rolls again (with 20 Wisdom saving throw or be unable to do so, .nding them-
the penalty as noted below). selves turning around and walking in circles around the giant.
PCs can continue searching as long as they want, though they If they fail the saving throw by 5 or more, they step forward
will have to deal with the cold. For every 1,000 gp worth of and take the giant’s greatsword. Even if some of the PCs suc-
gems (in any combination) that they .nd, subtract 2 from all ceed and enter the next room, the others will not be able to
of their future search rolls without telling them. do so until the giant is beheaded.
If a PC hits an armor class of 18 or more but does not cut off
Enc
ount
erScal
ing the giant’s head, the giant will praise the PC’s efforts and
For level 6: Use a Lesser Frost Salamander. provide encouragement.
For level 8: Use a Frost Salamander. The giant is otherwise immune to damage and cannot be
For level 10: Use a Greater Frost Salamander. targeted with magical effects. It is immune to the following
conditions: charmed, exhausted, frightened, incapacitated,
paralyzed, petri.ed, poisoned, stunned, and unconscious.
If a PC cuts off the giant’s head, the head will congratulate the
PC wholeheartedly while its body gushes blood and crumples
to the ground.
Once a PC who cuts off the giant’s head leaves the room, the
remains of the giant and all its possessions (including the
greatsword) turn to a bright green glass and begin to crack.
The PCs should make a DC 18 Wisdom saving throw. Those
who fail this saving throw will all remember, with certainty,
the giant having been an inanimate green glass statue. Those
who succeed will be confused, having both sets of memories
tied together.
Tre
asure
Some shards of pretty green glass.
Enc
ount
erScal
ing
For level 6: Removing the giant’s head with the greatsword
41
.TheGre
enRoom requires a modi.ed attack roll of 23 or more. The giant has an
initiative modi.er of -1, an attack bonus of +7, attacks twice
PCs who enter or look into this room should make a DC 15 per round, and deals 8 (1d8 + 4) slashing damage on a
Wisdom (Perception) check. Those who succeed will – for a successful hit.
moment – think that they saw a group of faceless dancers For level 8: Removing the giant’s head with the greatsword
engaged in a solemn, ceremonial-looking dance upside-down requires a modi.ed attack roll of 24 or more. The giant has an
on the ceiling. The vision of the dancers will swiftly resolve initiative modi.er of -1, an attack bonus of +9, attacks twice
into the green giant, who is not on the ceiling. per round, and deals 10 (1d8 + 6) slashing damage on a
successful hit.
For level 10: Removing the giant’s head with the greatsword
requires a modi.ed attack roll of 25 or more. The giant has an
initiative modi.er of -1, an attack bonus of +10, attacks twice
per round, and deals 15 (2d8 + 6) slashing damage on a
successful hit.
42.
TheBl
ackRoom
PCs who enter this room should make a DC 20 Wisdom
(Perception) check. Those who succeed feel as if they are
falling. The feeling fades after a few moments.
Cas
tleAmb
er–25
The trap door can be detected with a DC 15 Intelligence
(Investigation) check or a DC 20 Wisdom (Perception) check. 44.
BedRoom(
Lup
ins
)
The trap door opens onto a 40 ft. tall staircase that leads If forced into combat, the lupins will call out, and Claude
down into the dungeon. PCs walking down the staircase feel Amber (if he is able) will arrive to aid them in 3 rounds.
increasingly chilled. Once they reach the bottom, they will I
nhab
itant
s
feel like they have broken a fever. This room contains Claude Amber’s lupin allies. For more in-
I
nhab
itant
s formation on Lupins, see Appendix A: New Monsters.
None Tre
asure
Tre
asure The lupins guard a chest that contains the following (ignore
None the treasure in the adventure):
• 900 gp
43
.TheRe
dRoom • 1,500 sp
Thermistius, the Sun Brother • a potion of clairvoyance
stands here, meditating in • a potion of 3ying
vigil against the madness. • 2 potions of greater healing
The Sullox have become • a cloak of displacement
resistant to the illusions and
Enc
ount
erScal
ing
reality-twisting of their efreeti
For level 6: Use 1 Lupin Champion and 7 Lupins
enemies, and Thermistius is
For level 8: Use 2 Lupin Champions and 6 Lupins
using that resilience to keep
For level 10: Use 4 Lupin Champions and 4 Lupins
the madness from below at
bay. He, Claude, and the
lupins are planning a foray 45
.Foye
r
into the basement to clear it The gremlins don’t attack. They cavort around the PCs, poking
of Xoriat inCuence. and prodding them. They seem to communicate with each
I
nhab
itant
s other, but even comprehend languages will think their
Thermistius is one of the Sul- babbling is gibberish. If a PC lets them, they will walk up to
lox, a humanoid race with the PC, open the PC’s belt pouch and walk away with a
ties to elemental .re. The Brotherhood of the Sun is an order random object. They might eat it. They might sing to it.
of sullox knights who are dedicated to .ghting efreeti. For The gremlins have AC 13 and 5 hit points each. If the PCs
more information on Thermistius, the Sun Brother, see Appen- attack them, they seem unconcerned. If a gremlin dies, its
dix B: Non-Player Characters . skeleton will crawl out of its corpse after 2 rounds. The
skeletons have the same statistics and behavior as the
Tre
asure
gremlins. If a skeleton is destroyed, a tiny gremlin will climb
There is a red-hot iron chest in the room. It is magically self-
out of each of its eyesockets the next round and grow back
heating and deals 13 (3d8) .re damage per round of contact.
into full sized gremlins. This could go on for a while.
It is locked with a DC 15 lock. The lock is built in to the chest
While within 20 ft of a gremlin, reality doesn’t quite work and
and is also heated. It will melt normal tools that might be used
all rolls are made at disadvantage. Spells are targeted
to open it.
randomly, and a PC casting a spell has a 1 in 6 chance of
Inside the chest is a pool of molten gold worth 2,000 gp when
mistakenly casting the wrong spell. An attack that misses a
cooled.
gremlin may hit another target within reach (including the
Note that the chest with the molten gold in it weighs several
attacker). In addition, strange effects will occur. Importantly,
hundred pounds and the molten gold will take a long time to
cool if removed from the chest. though, the strange things that happen here seem right. The
gremlin that ate your dagger? You are a bit jealous – you’re
Enc
ount
erScal
ing hungry and it looked kind of tasty.
For level 6: Use Thermistius, the Sun Brother Roll on the following table or choose your own, a particularly
For level 8: Use Thermistius, the Sun Brother and a single harmful effects and favoring those that will have the PCs
Burning Hound (see Appendix A: New Monsters) questioning reality:
For level 10: Use Thermistius, the Sun Brother and four 1 – An article of the PC’s clothing comes to life and
Burning Hounds (see Appendix A: New Monsters) tries to escape. The PC realizes that it hasn’t been fed
in days, and that it is right to leave since it isn’t being
taken care of.
Cas
tleAmb
er–26
2 – A PC’s face melts off (this does no damage and it I
nhab
itant
s
will regrow after a long rest). This surprises the PC, Six gremlins.
because the PC lost track of time and thought that it
Tre
asure
wouldn’t happen for another hour or so.
None
3 – A PC feels overcome with nausea and vomits up a
tiny ooze. The ooze loves the PC and follows it Enc
ount
erScal
ing
around. It is gross, but maybe kind of cute? In any Not applicable. The gremlins are more plot devices than
case, it is your pet now. adversaries.
Pe
tOoz
e
Tiny ooze, unaligned
Armor Class 9
Hit Points 6 (3d4+0)
Speed 5 ft, climb 5 ft.
STR DEX CON INT WIS CHA
4 (-3) 8 (-1) 10 (+0) 2 (-4) 6 (-2) 2 (-4)
Damage Resistances cold, slashing
Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, prone
Senses blindsight 30 ft. (blind beyond this radius)
Languages –
Amorphous. The ooze can move through a space as
narrow as l inch wide without squeezing.
Act ions
Pseudopod. Melee Weapon Attack: +1 to hit, reach 5
ft., one creature. Hit: 1 (1d4 + -1) bludgeoning damage
and 2 (1d4) acid damage.
Cas
tleAmb
er–27
PartSi
x:TheDunge
on
The dungeon of Castle Amber, like the rest of the castle, The PCs should each make a Wisdom (Perception) check at
exists unstuck in time – the PCs will only encounter one DC 25. If any of them succeed, they should brieCy catch a
version of it. Unfortunately for them, the version that they glimpse of a great mass of writhing tentacles that is spread
have entered has been twisted by entities from Xoriat, the across the squares and holds the spirits like puppets. The
plane of madness. image only lasts for a moment.
The dungeon uses the Random Encounters – Castle Amber When the PCs enter the room, NEHOG speaks (its voice is
table from Part One: Introduction. If you wish for some like music): “We each guard a path. We each hold a gift to
variation, the following creatures would be appropriate: give.”
• Gelatinous Cube (p. 241 MM) The effects are as follows:
• Ghouls (p. 148 MM) – from area 55 GOHEN – Enhance ability (Owl’s Wisdom): lasts until
• Grell (p. 172 MM) dispelled.
• Intellect Devourer (p. 191 MM) – possibly having ORARE – Advantage on all saving throws: lasts until
possessed Gaston from area 47. dispelled.
• Nothic (p. 236 MM) HAZAH – Make a DC 20 saving throw or be struck blind.
(Can be removed by a remove curse.) On a successful save,
46.
Magi
cLe
tte
rSquare the target has disadvantage on Wisdom (Perception) rolls
involving sight until a long rest is completed.
As written, the magic letter square looks like it should be a ERARO – Make a DC 20 saving throw or contract
puzzle, but it isn’t – there’s nothing to .gure out and the lycanthropy. (Can be removed by a remove curse.)
results of passing through the room are essentially random. If NEHOG – Enhance ability (Eagle’s Splendor): lasts until
that is appealing, go ahead and use it as written. Otherwise, dispelled.
you can use the slightly different alternative below: The Lunacy effect remains as written. It can be removed by a
The PCs enter at the right. Each of the letter squares marked remove curse spell.
with a circle has a translucent spirit hovering over it. The
three closest to the PCs are:
I
nhab
itant
s
The spirits are insubstantial. Once NEHOG greets them, they
GOHEN – Has the head of an owl and the body of a wolf.
will no longer speak. If addressed, GOHEN, ORARE, or NE-
ORARE – Is humanoid, with a canine head and bird’s wings.
HOG will gesture to suggest their paths, while HAZAH or ER-
NEHOG – Has the head of a wolf and the body of an owl.
ARO will make offering gestures with their spheres.
The other two are:
Once someone crosses a spirit’s pathway, the spirit disap-
HAZAH – Has the head of a stag, the body of a man, and the
pears.
wings of a moth. It holds a black sphere.
ERARO – Has the head of a rabbit, the body of a man, and Tre
asure
the tail of a cat. It holds a silver sphere. None
47.
Cel
ls(
a–d)
The only cell door that is locked is the one with the minotaur
illusion. The minotaur will act realistically. If combat breaks
out, it will shake the bars of its cell and appear likely to
break out.
I
nhab
itant
s
Gaston Amber is imprisoned here by his own lunacy. The in-
visible stalker (p. 192 MM) will attack anyone .ghting with
Gaston or anyone who enters its cell.
Gaston has AC 11, 55 hp, and attacks once per round at +3
with his dagger for 3 (1d4 + 1) points of piercing damage.
If Gaston is killed, the picture of the moon becomes much less
realistic: Gaston was unconsciously enhancing it with minor
illusion.
Cas
tleAmb
er–28
Tre
asure
None. 49.
Mage
nVa
ts
Enc
ount
erScal
ing I
nhab
itant
s
For level 6: Use the encounter as above. The four magen are guards of the vats. Magen are detailed in
For level 8: Add a second invisible stalker. Appendix A: New Monsters.
For level 10: If Gaston is wounded, he uses his reaction to cast Tre
asure
thunderclap. This will remind him that he knows how to cast The safe is locked with a DC 20 lock. A magic mouth will
shatter, which he will begin to use at the highest level attempt to discourage anyone from picking the lock, warning
possible (as a 9th-level wizard). of deadly traps. There are no traps. The safe contains:
• 3 crystal vials of powdered platinum, worth 300 gp
48.
Morgue(
a) each
• A Cask of quicksilver, worth 500 gp
The corridor is remarkably clean. The walls, ceiling, and • 4 human-shaped .gurines: one carved from black
Coor all appear to be made of a smooth, seamless material. onyx and inlaid with gold worth 500 gp, one carved
The markings painted on the doors appear to be haphazard from tiger eye and inlaid with silver worth 600 gp,
splashes of paint at .rst glance, but at a closer look they are one carved from malachite and inlaid with copper
incredibly intricate knotted designs that look like they were and electrum worth 750 gp, and one carved from
painted with a very tiny paintbrush and a great deal of skill opal and inlaid with platinum worth 2,000 gp
and patience. Three of the bodies with missing brains are The room contains a wide variety of ingredients and reagents,
humans. Two are tabaxi. though many of them are poorly labelled. A DC 15
I
nhab
itant
s Intelligence (Investigation) check will discover 2 potions of
None alive. healing and a potion of lightning resistance. A result of 20 or
more on this check will also .nd a potion of mind reading.
Tre
asure
None (unless you really like corpses). Enc
ount
erScal
ing
For level 6: Use a Demos Magen, a Caldron Magen, a Galvan
48.
TheBrai
nCol
lect
or(
b) Magen, and a Hypnos Magen.
For level 8: Use a Demos Magen, a Caldron Magen Dissolver,
I
nhab
itant
s a Galvan Magen, and a Hypnos Magen.
The Brain Collector (see Appendix A: New Monsters) is here For level 10: Use a Demos Magen, a Caldron Magen
practicing its grisly trade. It is in the process of removing a Dissolver, a Galvan Magen Storm Battery, and a Hypnos
brain from a lupin and will complete this in 5 rounds (and Magen.
have a sixth brain) unless the PCs interrupt.
Tre
asure 5
0.Al
che
mis
tryLabora
tor
y
In the bin in the corner are the following: The doors will be secured with arcane lock cast as a sixth-
• 120 sp level spell. Characters who cannot be put to sleep by magic
• 138 gp or who do not breathe, such as elves or warforged, will be
• 9 pp immune to the effects of the black dust and do not need to
• 4 gems worth 100 gp each (2 x carnelian, 2 x onyx) make a saving throw. Others will need to make a DC 15
• an ebony statuette of a griffon worth 250 gp Constitution saving throw every round they are in contact
• a silver ring set with garnets worth 250 gp with the black dust or fall asleep. Each of the room’s 20 vents
• a Deep Pocket (see Appendix D: New Items) has a 20 ft x 20 ft cloud of dust that comes out from it. Each
containing two javelins and 57 cp cloud moves at a speed of 20 ft per round and will pursue
• a +2 dagger that is always very cold to the touch the PCs as if intelligent. The clouds will not, however, leave
There is also a great deal of esoteric equipment in this room. the room.
Much of it is alien in nature, but anyone skilled in medicine After 10 rounds, the black clouds suddenly reverse and get
or trained with alchemist’s tools would .nd some of it useful. sucked up into the vents.
Enc
ount
erScal
ing If any PCs fall asleep, they will have dreams as described. If
For level 6: Use the Brain Collector they fail a DC 15 Intelligence saving throw, the dream will
For level 8: Use the Brain Collector and 1 Psychic Ghost become real. DMs are encouraged to create dreams that will
For level 10: Use the Brain Collector and 5 Psychic Ghost contribute to their individual campaigns and to take
inspiration from a PC’s character traits. This is also a good
Cas
tleAmb
er–29
opportunity to provide the PCs with hints if needed. For Retrieving any of these items might not be worth the effort,
instance, if the PCs do not have the silver keys, a dream however: they are all stuck to the worm with noxious worm
might show the location of one of them. DMs are likewise slime.
discouraged from using the dreams to arbitrarily punish
Enc
ount
erScal
ing
players. The effects should be fun – or at least interesting. For For level 6: Use a Slime Worm.
instance, unless a player wants to sit out, having a PC travel For level 8: Use either a Slime Worm or an Amphisbaena
to Averoigne by dream is likely to just bore the player Slime Worm.
unnecessarily until the other PCs catch up, so that listed For level 10: Use an Amphisbaena Slime Worm.
dream is not recommended. Similarly, killing a PC via dream
seems pointless and unsatisfying to all involved.
I
nhab
itant
s 5
2.Bobbi
ngf
oraKe
y
None Placing your hand in the acid does 14 (4d6) acid damage per
Tre
asure round and prevents you from using that hand until you are
The room is full of valuable healed. Bathing in it does 65 (10d12) acid damage per
alchemical equipment and round. I would advise not bathing in it. Use mage hand.
materials. PCs searching the I
nhab
itant
s
room will .nd 3 doses of truth None.
serum, 2 doses of drow poison,
1 dose of wyvern poison (for the Tre
asure
The key
effects of these substances, see
p 258 DMG), a potion of 1re
resistance, and a potion of 5
3.TheDe
monofDe
ath
climbing. There is also Potion of
the Wolf (see Appendix D: New Items). I
nhab
itant
s
In addition, various members of the Amber family come here The Death Demon (see Appendix A: New Monsters), has been
to cast rituals and other spells. A few spell book pages have trapped here for months. It is one of the horde of death
been left here for convenience, scattered among disorganized demons that were summoned to kill Stephen Amber, and vari-
piles of experimental notes. They contain the following wizard ous members of the Amber family have taken turns interrogat-
spells: ing it – some to discover what they can about Stephen’s tomb
1st-level: brew (see Appendix C: Character Options), burning and others to merely entertain themselves. As such, the de-
hands, comprehend languages, detect magic, identify, mon knows a bit about some of the family members.
protection from good and evil, unseen servant Things the Death Demon will be willing to tell the PCs:
2nd-level: enlarge/reduce, gentle repose, locate object, magic • It – and others of its kind – were summoned by Henry
weapon, pyrotechnics Amber to kill Stephen and take Stephen’s body to a
tomb.
5
1.Lai
roftheGre
atWorm • The tomb was accessible via a dimensional gate that
Henry had set up. The gate closed after they went
through and they needed to .nd their own way out.
I
nhab
itant
s
• Henry was a powerful wizard who specialized in
This room appears to contain an enormous mound of treasure.
conjuration and summoning magics, but was not as
It is the lair of a Slime Worm. For more details see Appendix
powerful as his brother.
A: New Monsters.
• Stephen was conducting a magical ritual when they
Tre
asure attacked. They caught him by surprise.
The slime worm is coated in a large number of coins: 50,000 • Stephen destroyed many Death Demons before they
cp, 5,000 sp, and 1,000 gp. It is also covered by a variety of were able to overpower him. The surviving Death
broken art objects, weapons, and armor. Among these things, Demons were all very impressed.
the PCs can .nd: three identical silver goblets worth 75 gp The demon was one of several trapped in a forcecage by
each, an ornate breastplate worth 700 gp, and a single gold Stephen so it did not accompany the others to his tomb and is
and copper candlestick worth 50 gp. There are also numerous not familiar with it. The demon will also happily lie to the
normal weapons and pieces of armor in various states of PCs. Feel free to make up your own lies, or use some of the
repair. following:
Cas
tleAmb
er–3
0
• Henry was working with John-Louis, who was the Enc
ount
erScal
ing
primary contact of the demons. John-Louis also For level 6: Use 3 hell hounds.
designed the tomb. For level 8: Use 4 hell hounds.
• The demon will mock Isabel for crying over Stephen’s For level 10: Use 5 hell hounds.
death.
• Death demons can bring people back from the land
of the dead, resurrecting them – but it has refused to
do that because of the way it has been treated by
them.
• The demon will make a passing reference to Janet
being the only member of the family it has any
respect for (it doesn’t know she is dead).
• Henry warned them that Stephen kept his magic in
his left eye, but the demons never .gured out what
that meant.
Mostly, the demon will attempt to stir up chaos, though if it
thinks that it can manipulate the PCs into freeing it, it will
attempt to do so. The demon speaks only Abyssal, but it can
communicate telepathically with anyone capable of language.
Having a demon speak to you in your head should be suitably
disturbing.
Tre
asure
The Abyssal Horn, see Appendix D: New Items.
Enc
ount
erScal
ing
For level 6: Use a Death Demon.
For level 8: Use a Death Demon Hunter
56.
Entrancet
otheLandof
For level 10: Use a Death Demon Hordemaster
5
4.St
orageRoom theGhouls
I
nhab
itant
s The pit is 10 ft x 10 ft and 70 feet deep. It is strewn with
None chains – hanging from the sides and criss-crossing the width
of the pit. The ghouls are well practiced at climbing and
Tre
asure navigating the chains and have advantage on any Strength
The scroll can be found with a DC 10 Intelligence (Athletics) or Dexterity (Acrobatics) checks involving moving
(Investigation) check. If the PCs already have a copy of the among them. They will not hesitate to take any combat into
scroll, it will disappear as soon as they .nd the one in this the pit, where they feel that they will have an advantage. See
room. below for details on The Land of the Ghouls at the bottom of
the pit.
5
5.Ke
nne
ls I
nhab
itant
s
The ghouls guard the pit. Since their primary interaction with
I
nhab
itant
s the living has been with members of the Amber family, they
The hellhounds (p. 182 MM) have been bound into the ser- are as afraid of living people as most living people are afraid
vice of the Amber family, but they are still .ends – they won’t of the undead. Ghouls can be found on p. 148 MM. Ghoul
hesitate to attempt to kill anyone they don’t perceive as a fam- Sentinels are detailed in Appendix A: New Monsters.
ily member.
Tre
asure
Tre
asure One of the ghoul sentinels has a +3 spear that it will wield in
Inside one doghouse is a human skull that is charred and has combat.
clearly been gnawed on. It has large, faceted, citrines as eyes
– each of which is worth 250 gp. Enc
ount
erScal
ing
For level 6: Use 1 Ghoul Sentinels and 5 Ghouls
For level 8: Use 4 Ghoul Sentinels and 2 Ghouls.
Cas
tleAmb
er–3
1
For level 10: Use 6 Ghoul Sentinels.
TheLandoft
heGhoul
s
At the bottom of the pit is a narrow tunnel that leads upwards
at a slight angle. Medium-sized creatures will need to walk
single-.le. After about a quarter-mile, the tunnel widens into a
worked stone chamber set with a locked gate (DC 18) that
looks out onto a river. A group of ghouls equivalent to those
who guard the pit’s entrance show up every 24 hours to un-
lock the gate and relieve the guards in area 56. The off-duty
guards take the key with them.
Beyond the gate is the Land of the Ghouls. This is the dark
mirror of Averoigne, inhabited by civilized undead. The land
matches the map of Averoigne and the culture is similarly
based on the medieval French countryside. Here, though,
cults to elder demons are common and accepted,and the
church is itself openly necromantic. An alternate version of
Azedarc rules the church as Archbishop (and a lich). PCs who
attempt to follow the clues of the To Those Who Would Be
Free note in this land may have interesting results. Azedarc
and his vampiric henchman Jehan do have potions of time
travel, but few of the other clues will lead to much success.
Interestingly, the stone arch that leads to Sylaire does exist in
this land, and the PCs can use it to enter Sylaire. When the
PCs leave Sylaire they will end up in Averoigne rather than the
Land of the Ghouls.
57.
TheGa
teoftheSi
lve
r
Keys
If the PCs have not discovered the location of three keys, it is
best to reduce the number needed for the gate.
I
nhab
itant
s
Amber Golems are detailed in Appendix A: New Monsters.
Tre
asure
If the PCs already have a copy of the scroll, the one they have
will disappear as soon as they .nd the one in this room.
Enc
ount
erScal
ing
For level 6: Use 1 Amber Golem.
For level 8: Use 2 Amber Golems.
For level 10: Use 2 Amber Golems.
Cas
tleAmb
er–3
2
PartSe
ven:
Ave
roi
gne
Characters, locations, and situations in this section are directly sorcerer who primarily sells philters of love and similar
lifted from the short stories of Clark Ashton Smith, typically magical concoctions. He murdered his wife and buried her
placing the PCs into the role of the protagonist. For your under his mandrakes. Ever since then, his potions haven’t
convenience, I have cited the titles of these stories where been working as intended.
appropriate. These are short stories of a few pages each which Gilles does not know how to brew a potion of time travel, but
can be found online. Reading them can provide you with he could potentially do so if given the formula and could
quite a bit of background and a good feel for the Cavor of eventually duplicate a potion if given a sample. If Gilles brews
Averoigne. a potion of time travel, there is a 50% chance that it provides
Religion in Averoigne. In the original Averoigne stories, the travel in the wrong direction (though it will still work to
region is clearly under the dominion of medieval Christianity summon Stephen’s tomb).
which considers magic to be a tool of the devil. The church is See Gilles Grenier in Appendix B: Non-Player Characters
often presented as corrupt or powerless in the face of actual
3–J
ehanMauv
ais
soi
r
magic. Wizards and cultists draw power from demons and Jehan Mauvaissoir appeared in the Clark Ashton Smith story
elder gods, and some of them have in.ltrated the church. “The Holiness of Azédarac,” published in Weird Tales in 1933.
Averoigne is also the site of old faiths with a druidic bent, Jehan carries a Potion of Time Travel.
some of which practiced human sacri.ce. If you do not wish See Jehan Mauvaissoir in Appendix B: Non-Player Characters .
to introduce Christianity to your setting, it is easy enough to See also 61. The Potion of Time Travel for additional
simply keep the actual teachings of the church vague. In background information and options.
Eberron, the church might appear much like the Church of the
Silver Flame, but use different iconography. 4–We
rewol
ves
Werewolves (p. 211 MM) will be encountered running with a
Cas
tleAmb
er–3
3
that they have bred with their foul magics and now revere as werewolf, in turn, had tried to reveal Sephora’s true nature to
their god’s avatar. If you have Volo’s Guide to Monsters, you her new lover. This nature is not fully revealed, but it is clear
may wish to use the Warlock of the Great Old One on page that the visage she presented to the world was an illusion. It is
220 in the place of some cult fanatics. also suggested that her servants may be vampires.
For level 6: Use 4 cult fanatics (p. 345 MM) and 1 giant toad The nature of the enchantress. I have presented two versions
(p. 329 MM), or use 1 warlock of the great old one, 4 cultists, of Sephora in Appendix B: Non-Player Characters : one which
and 1 giant toad. adheres to the text of the adventure, in which she is not
For level 8: Use 6 cult fanatics (p. 345 MM) and 1 giant toad malicious and another which harkens back to the original
(p. 329 MM), or use 1 warlock of the great old one, 4 cult story, in which she is an evil succubus in disguise.
fanatics, and 1 giant toad. The sword. The enchanted sword of Sylaire is a legendary
For level 10: Use 8 cult fanatics (p. 345 MM) and 1 giant toad weapon. For details, see Appendix D: New Items. Currently,
(p. 329 MM), or use 1 warlock of the great old one, 6 cult Sephora has dedicated it as her pact weapon. If she gives it to
fanatics, and 1 giant toad. the PCs, she will require an hour to perform the ritual that will
allow it to be parted from her.
8–Sp
iri
ts
This encounter with undead spirits should occur at night. It The wolf-man. Malachie du Marias is a werewolf, but he was
would be particularly appropriate in the marshlands near once Sephora’s lover. The curse of lycanthropy was inCicted
Sylaire. upon him, and he can easily be presented as a tragic .gure.
For level 6: Use 4 will-o’-wisps (p. 301 MM) What you decide to do with Sephora should have an effect
For level 8: Use 1 wraith (p. 302 MM) and 3 will-o’-wisps (p. upon how he is presented. The evil version of Sephora could
301 MM) have easily inCicted the curse of lycanthropy upon him and
For level 10: Use 2 wraiths (p. 302 MM) and 3 will-o’-wisps want him dead because he could reveal her secrets. The
(p. 301 MM) neutral version might lament his state and pity him, but
Additional encounter options. On or near the road, a group of legitimately fear that he is hunting her.
bandits (p. 343 MM) would be an appropriate encounter. In Malachie lives in a cave about an hour’s walk from Sephora’s
cities at night, gargoyles (p. 140 MM) could appear. A green tower. In his cave he has a Mirror of Truth (see Appendix D:
hag (p. 177 MM) would work well in Averoigne’s forests or New Items), a purse with 500 sp, and his spellbooks. His
swamps. spellbooks contain the following spells:
1st-level: absorb elements, alarm, detect magic, mage armor,
magic missile, protection from evil and good, shield, sleep
X.
Ent
rancet
oAve
roi
gne 2nd-level: blindness/deafness, misty step, phantasmal force,
The Inn of Bonne Joissance appeared in the Clark Ashton locate object, web
Smith story “The Holiness of Azédarac,” published in Weird 3rd-level: blink, dispel magic, 1reball, glyph of warding,
Tales in 1933. It lies a days journey from both Ximes and lightning bolt, major image, remove curse
Vyones. 4th-level: 1re shield, Mordenkainen’s faithful hound,
The map scale is set at 1 hex = 12 miles. To be more polymorph, stone shape
consistent with both the text of the adventure and the original 5th-level: far step, transmute rock, wall of stone
stories, set the scale at 1 hex = 6 miles, instead. If using the CR 9 version of Malachie, add:
6th-level: globe of invulnerability, true seeing
7th-level: prismatic spray
58.
TheEnchant
edSwordof Malachie is an extremely canny foe. He has rendered himself
Sylai
re immune to being charmed, which makes him particularly
dangerous to Sephora. He has laid out multiple glyphs of
Literary background. This warding that will only be triggered by either Sephora, her
section is heavily based upon servants, or any humans. Glyphs in the forest are set to do
the Clark Ashton Smith story thunder damage, so as to serve as both defense and an early
“The Enchantress of Sylaire,” warning system. Glyphs in his cave will trigger blindness,
published in Weird Tales in web, and Mordenkainen’s faithful hound spells. If Malachie
1941. In the original story, knows the PCs are about, he will also set silent alarm spells to
Sephora seduces a young man keep him aware of their whereabouts.
and tricks him into killing her In combat, Malachie will use blink or far step for mobility. He
ex-lover, Malachie du Marias, will begin with ranged area effect spells. Once he has
a sorcerer who has been defenses such as 1re shield in place, he will often close to
turned into a werewolf. The
Cas
tleAmb
er–3
4
melee range in his hybrid form, using green 3ame blade with • The third dose of the powder delivered will remove
his claws. its magic resistance.
• The fourth dose of the powder delivered will remove
Enc
ount
erScal
ing
Sephora is intended to be more powerful than the PCs. If you its resistance to bludgeoning, piercing, and slashing
have a high-level party, you may wish to provide her with damage from nonmagical attacks.
servants: • The .fth dose of the powder delivered will deal 10
For the neutral version of Sephora, Veterans (p. 350 MM) or points of damage to the colossus at the beginning of
Druids (p. 346 MM) would be appropriate servants. If you its turn each round until it reaches 0 hit points.
have access to Volo’s Guide to Monsters, the Swashbuckler on Delivery of the powder is through being thrown at the
page 217 would be an excellent substitute for a veteran. colossus’s face. This is a ranged weapon attack with range
For the .endish version of Sephora, you could use Veterans or 10/20.
Swashbucklers as above and Cult fanatics instead of Druids. Furthermore, Gaspard has prepared the 3y spell and can cast
Alternately, you could use Lamia (p. 201 MM) hiding behind it at 4th-level so that it affects two PCs. He will support the
illusions. PCs however he can, but will not enter combat directly. See
Malachie du Marias is presented with multiple versions as Gaspard du Nord in Appendix B: Non-Player Characters for
well. See Appendix B: Non-Player Characters for details. more details.
For level 6: Use the CR 7 version of Malachie du Marias. Add
3 normal Wolves (p. 341 MM).
For level 8: Use the CR 9 version of Malachie du Marias. Add
3 normal Wolves (p. 341 MM).
For level 10: Use the CR 9 version of Malachie du Marias.
Add one normal Werewolf (p. 211 MM) and 3 normal Wolves
(p. 341 MM).
5
9.TheVi
per
-Ci
rcl
edMi
rror
Literary background. This section is a retelling of the Clark
Ashton Smith novella "The Colossus of Ylourgne," published in
Weird Tales in 1933. The story is much the same as presented
in the adventure, but it features Gaspard du Nord in the
heroic role, standing atop the cathedral to stop the colossus.
Nathaire, in the story, was dying and he transferred his soul
into the colossus, which bore his likeness.
Fighting the colossus. The colossus will terrorize the small
Enc
ount
erScal
ing
The Colossus of Ylourgne can be found in Appendix B: Non-
villages and farms in the countryside around Vyones before
Player Characters under Nathaire’s entry.
breaking down the walls and attacking the city. The city will
If you use my suggested powder effects above, then:
be overrun with people seeking shelter.
For level 6: Increase the damage dealt by the powder to 6d10
In the original story, Gaspard’s powder caused the colossus to
and reduce the number of doses needed for each effect by
seek out the graves of those who made up its body and,
one (such that the .rst dose delivered has the effect of
eventually, dig its own grave. In order to make the battle with
changing the colossus’s damage immunities to resistances, the
the colossus more interesting, I suggest that Gaspard’s
second removes its magic resistance, etc.).
powder has the following effects:
For level 8: Use the effects as written.
• Each dose of the powder will deal 6d6 points of
For level 10: The colossus does not have disadvantage on
damage to the colossus and force it to make a DC 20
attacks and ability checks if it is successful on its saving throw.
Charisma saving throw (magic resistance applies). If it
fails the saving throw, it is stunned until the end of its Re
wards
next turn. On a successful save, it is not stunned, but The Vyones city council will provide a reward of 1,000 gp if
it has disadvantage on attacks and ability checks until the PCs volunteer and defeat the colossus. They will also be
the end of its next turn. treated as heroes of Vyones, receiving free food, drink, and
• The second dose of the powder delivered will reduce lodging for up to one month. The church will look past any
its immunity to bludgeoning, piercing, and slashing magic used provided it is not Caunted.
damage from nonmagical attacks to resistance to The viper-circled mirror acts as a crystal ball of true seeing.
such damage.
Cas
tleAmb
er–3
5
60.
TheRi
ngofEi
bon Jehan intercepted Ambrose at the Inn of Bonne Joissance and
slipped a potion of time travel into his wine. Ambrose was
Literary background. This section is based upon the Clark sent 700 years into the past, where Moriamis rescued him
Ashton Smith story "The Beast of Averoigne," published in from druids who were about to sacri.ce him. Moriamis
Weird Tales in 1933. In the original story Luc le Chaudronnier confessed to him that she knew Azédarac – he had lived in
is a magician living in Ximes who is recruited by the church to her time and she knew his secrets of time travel. She implied
stop the beast, which has been slaughtering people and that they had been lovers and that he had betrayed and
animals since a comet appeared in the sky. Luc consults the abandoned her. She brewed Ambrose a green potion to take
ancient demon held captive in the ring he had inherited. The him back to the future and expose Azédarac, but also gave
ring dates back to ancient times and was said to have him a red one to return to her if he wished. The green potion
belonged to the great sorcerer Eibon. The demon agrees to took him decades further than he wished, and he took the red
vanquish the beast in return for its freedom. Luc, along with potion, returning to the past. Moriamis had intentionally
some men-at-arms, lay in wait outside the abbey where the brewed the potion too strong, wanting to ensure that Ambrose
beast is most active. When the beast appears, Luc smashes the returned to her.
ring, releasing the demon. The demon destroys the beast, who The Ambrose Option. If the PCs show up in Ximes and ask
is revealed to have been possessing the body of the abbott. around about Azedarc and a potion of time travel, Azedarc’s
Luc and the men-at-arms keep this latter fact secret so as to agents report back to him. Azedarc will then send Jehan to
preserve the abbott’s reputation, claiming that he was a victim take care of the PCs. Jehan will arrange a secret meeting with
of the beast (which Luc decides is, in its own way, true). the PCs, claiming to have information that they seek. This isn’t
a lie, exactly. He’ll happily tell the PCs what they want to
The beast and the colossus. If it seems like too great a know over a bottle of wine in which he’s slipped a red potion
coincidence to have two great dangers terrorizing Averoigne of time travel. If the PCs discover the ruse, they can
at the same time, you can easily allude to Nathaire harnessing overpower Jehan and acquire a potion. If they don’t, they get
eldritch energies from the comet for use in animating the sent back 700 years. They can then encounter Moriamis, who
colossus. will send them back to the future (and give them an extra
The role of the ring. In the adventure, the nature and role of potion) if they promise to expose Azedarc. See Moriamis,
the ring is glossed over. My suggestion is that Luc le Azedarc and Jehan Mauvaissoir in Appendix B: Non-Player
Chaudronnier is using the ring to track the beast, and it has Characters for more details.
led him to the abbott’s window. The beast wounded Luc, who Another way. If the PCs are subtle
warded it off with his magic. For details on Luc le and approach Azedarc directly, he
Chaudronnier see Appendix B: Non-Player Characters . will trade for a potion of time travel
in exchange for the PCs’ secrecy and
Enc
ount
erScal
ing
See the Beast of Averoigne in Appendix A: New Monsters. some magical secrets he does not
For level 6: use the CR 7 version of the Beast of Averoigne. possess. This might take the form of a
For level 8: use the CR 9 version of the Beast of Averoigne. magic item or access to wizard spells
For level 10: use the CR 11 version of the Beast of Averoigne. that he doesn’t have. Alternatively,
he might ask them to take care of a
Re
wards minor problem for him, as there is a
Luc will be willing to give the ring to the PCs if they defeat the young priest who Azedarc believes
beast. For details on Error: Reference source not found, see knows too much. This would be
Appendix D: New Items. Ambrose. Ambrose himself is not dangerous other than what
he knows about Azedarc, but his lover Moriamis possesses
61
.ThePoti
onofTi
meTra
vel powerful druidic magics (as well as the ability to brew her
own potions of time travel). If the PCs agree to this task,
Literary background. This section is based upon the Clark Azedarc will have Jehan secretly follow them to ensure that
Ashton Smith story "The Holiness of Azédarac,” published in they follow through with it.
Weird Tales in 1933. In the story, Azédarac (whom the The effects of a Potion of Time Travel are described in
adventure calls Azedarc) is an evil sorcerer who had in.ltrated Appendix D: New Items. See Ambrose, Moriamis, Azedarc
the church and become the Bishop of Ximes. A young priest, and Jehan Mauvaissoir in Appendix B: Non-Player Characters
Brother Ambrose, had been sent to Ximes by the archbishop for more details.
to .nd proof of this. He stole Azédarac’s unholy tome, The
Book of Eibon, and set off to Vyones to present it as proof to
the archbishop. Azédarac, in turn, sent his .xer Jehan
Mauvaissoir to make sure Ambrose never arrived in Vyones.
Cas
tleAmb
er–3
6
PartEi
ght
:TheTombofSt
ephe
nAmb
er
The tomb. Stephen’s brother Henry wanted to ensure that his Tre
asure
brother’s body and soul were well-separated after death. As a The gem is in the center of the room. It is worth 500 gp per hit
result, he prepared a tomb for him, hiding his body away on a die of the guardian. See Lightning Gem in Appendix D: New
demiplane and setting wards to deter anyone from retrieving Items for details.
the body. The tomb itself is a large stone building. It is set on a
Enc
ount
erScal
ing
Cat, mist-covered plain. A bank of silvery fog hovers about
For level 6: Use a Half Dragon Chimera. See Appendix A:
100 feet out from the tomb. Entering the fog simply causes a
New Monsters for details.
PC to emerge from it elsewhere near the tomb.
For level 8: Use a Young Blue Dragon. (p. 91 MM)
Imprisoned guardians. Henry used imprisonment along with
For level 10: Use a Behir. (p. 25 MM)
powerful summoning spells to create guardians for the tomb.
The guardians will all be freed from their prisons shortly
before the PCs enter. The imprisonment spell required a large
gemstone for each casting, worth 500 gp per hit die of the 63
.Fi
re
creature imprisoned. These have each taken on magical The hallway is 50 ft. high and 50 ft. wide. The walls and
properties due to the creatures that they contained. ceiling are on .re and only a 10 ft path down the center of
None of the doors in the tomb are locked. Henry intended to the hallway is safe – and even that is uncomfortably hot.
add additional safeguards, but he died .rst. Stepping off the center 10 feet of the hall deals an immediate
Stephen’s ghost. When the PCs arrive in front of the tomb, the 1d8 .re damage. If you begin your turn off of the central
ghost of Stephen Amber will appear. As the ghost fades in and path, you take 1d8 .re damage for every 5 feet off the path
out, it should be obvious that it is taking a great deal of effort you are.
for it to materialize and that it will not be able to do so for I
nhab
itant
s
long. It will address the PCs, with relief, “You’ve made it See below.
here… I helped you as much as I could… dangers inside…
Henry… free me… unmake… my death… destroy it.” Tre
asure
Stephen’s ghost’s speech is uneven and hard to follow. PCs The gem is up against the inner wall about halfway into the
may make a Wisdom (Insight) check to interpret it. room. PCs with a passive perception of 16 or higher will
A DC 10 Wisdom (Insight) check will reveal that Henry is notice it if they are 30 feet away or less. It is worth 500 gp per
responsible for both Stephen’s death and the dangers the PCs hit die of the guardian. See Fire Gem in Appendix D: New
might .nd in his tomb. Items for details.
A DC 15 Wisdom (Insight) check will reveal that he is asking Enc
ount
erScal
ing
the PCs to destroy some object in order to bring him back to For level 6: Use a Salamander Noble. See Appendix A: New
life. Monsters for details.
A DC 20 Wisdom (Insight) check will reveal that the object he For level 8: Use an Elemental Inferno. See Appendix A: New
is asking the PCs to destroy is probably something that is Monsters for details.
symbolic of or depicts his murder. For level 10: Use an Efreeti. (p. 145 MM)
Tackling the tomb. Given the dif.culty of the tomb
encounters, it is likely that PCs will want to rest between some
encounters. They can do this safely in any of the guardian 64.
Air
rooms or outside the tomb. There are no random encounters The hallway is 50 ft. wide with walls that appear to be
and most of the room inhabitants are too big to actually .t opalescent – possibly some kind of polished stone. The walls
through the doorways (they were trapped in gems when they travel both up and down as far as can be seen, disappearing
were brought in). into clouds in both directions.
Optional weirdness. If you don’t like the idea of the ground
62.
Firs
tGuardi
an being thousands of feet below, you could simply have this
room wrap such that those who fall out of sight into the mists
The creature is neither asleep nor on a pile of coins. The will eventually come from above. If you do this, it could be
room is a cube, 50 feet on each side. fun to have the gem get knocked off of the path so that the
I
nhab
itant
s PCs can try to catch it each time it falls by. If you don’t use
See below. this option, this area can be particularly dangerous as it is
Cas
tleAmb
er–3
7
not that dif.cult for a wyvern to knock PCs off of the cloud Enc
ount
erScal
ing
path. For level 6: Use a Large Gibbering Mouther. See Appendix A:
I
nhab
itant
s New Monsters for details.
The wyvern is sitting on the path, but will launch itself as For level 8: Use a Huge Gibbering Mouther. See Appendix A:
soon as the PCs round the corner. If the .ght goes badly for New Monsters for details.
it, it will attempt to shove PCs off of the path. For level 10: Use a Great Gibberer. See Appendix A: New
Monsters for details.
Tre
asure
The gem is on the path around the far corner. It could easily
be knocked off. It is worth 500 gp per hit die of the guardian. 67.
Eart
h
See Venom Gem in Appendix D: New Items for details. The mud is about 10 feet deep, but the Coor is uneven so it is
Enc
ount
erScal
ing up to 15 feet deep in places. Movement through the mud is
For level 6: Use a Wyvern. (p. 303 MM) dif.cult. Each foot that a creature moves through the mud
For level 8: Use a Greater Wyvern. See Appendix A: New costs 4 feet of movement. A creature must make a DC 12
Monsters for details. Strength saving throw when it moves into the area for the
For level 10: Use a Half Dragon Greater Wyvern. See .rst time on a turn or ends its turn there. On a failed save, a
Appendix A: New Monsters for details. creature sinks into the mud and is restrained, though it can
use an action to end the restrained condition on itself by
65
.Se
condGuardi
an pulling itself free of the mud.
I
nhab
itant
s
The room is a 50 foot cube of rough-hewn stone. The Coor is The mud golem will begin submerged and attempt to pull
covered with heaps of rocks, making it dif.cult terrain. PCs down into the mud.
I
nhab
itant
s Tre
asure
The giant will be camouCaged standing near the door where This room has no gem. The golem has simply been here for
the PCs enter. His plan will be to attack them from behind. years.
Tre
asure Enc
ount
erScal
ing
The gem is in the giant’s pouch. It is worth 500 gp per hit die For level 6: Use a Lesser Mud Golem. See Appendix A: New
of the guardian. See Stoneborn Gem in Appendix D: New Monsters for details.
Items for details. For level 8: Use a Mud Golem. See Appendix A: New
Enc
ount
erScal
ing Monsters for details.
For level 6: Use a Stone Giant. (p. 156 MM For level 10: Use a Greater Mud Golem. See Appendix A:
For level 8: Use a Stone Giant Warrior. See Appendix A: New New Monsters for details.
Monsters for details.
For level 10: Use a Stone Giant Lurker. See Appendix A: New
Monsters for details. 68.
Wate
r
The water comes to just below the door. This might make
66.
Thi
rdGuardi
an opening the door on the other side tricky.
I
nhab
itant
s
The room itself seems to pulse and breathe. Strange liquid See below.
drips from the ceiling and appears to be slurped up by the
Coor. Tre
asure
The gem is in the detritus on the room’s Coor. It will require a
I
nhab
itant
s successful DC 18 Intelligence (Investigation) check to .nd.
The gibbering mouther is in one of the corners of the room One check can be made each hour spent searching. PCs with
(determined randomly) when the PCs open the door. no swim speed make this check with disavantage. The gem is
Tre
asure worth 500 gp per hit die of the guardian. See Water Gem in
The gem has been swallowed by the gibbering mouther. It is Appendix D: New Items for details.
worth 500 gp per hit die of the mouther, but it is really gross. Enc
ount
erScal
ing
See Madness Gem in Appendix D: New Items for details. For level 6: Use a Giant Shark. (p. 328 MM)
For level 8: Use a Sea Terror. See Appendix A: New Monsters
for details.
Cas
tleAmb
er–3
8
For level 10: Use a Giant Sea Terror. See Appendix A: New I
nhab
itant
s
Monsters for details. Stephen Amber’s corpse.
Tre
asure
69.
FourthGuardi
an If the PCs revive Stephen, he will provide each of them with a
gift to thank them – one of his spare magic items. Choose one
I
nhab
itant
s of the following for each PC:
The hydra will rush the door as soon as it opens. • Belt of Dwarvenkind
• Broom of Flying
Tre
asure • Cloak of the Manta Ray
The gem has been knocked into the corner of the room. It is
• Golden Bow (See Appendix D: New Items.)
worth 500 gp per hit die of the guardian. See Health Gem in
• Immovable Rod
Appendix D: New Items for details.
• Javelin of Lightning
Enc
ount
erScal
ing • Robe of Eyes
For level 6: Use a Three-Headed Hydra, See Appendix A: • Ring of the Ram
New Monsters for details. • Slippers of Spider Climbing
For level 8: Use a Hydra. (p. 190 MM) • Shockwave Boots (See Appendix D: New Items.)
For level 10: Use a Vile Hydra. See Appendix A: New • Tar’skai, The Great Maul (See Appendix D: New
Monsters for details. Items.)
• Wand of Wonder
• If the PCs have not recovered Delver or received the
Figurine of Wondrous Power – Amber Phoenix, these
items will be available as options as well. See
Appendix D: New Items.
Alternately, you may randomly roll for magic items from the
Dungeon Master’s Guide or select those which are
appropriate for each character. Stephen will restore up to
three PCs to life with wishes from his ring of three wishes.
Enc
ount
erScal
ing
None. If the PCs decide to attack Stephen, they will likely
lose. See Appendix B: Non-Player Characters for details on-
Stephen Amber. Stephen is a 20th-level wizard and a 5th-level
paladin. Having recently awakened from the dead, he will not
70.
Ste
phe
n’sCr
ypt have magic items attuned to him, which will be his only real
weakness. Still, he can shapechange into an ancient dragon
Stephen’s casket does not have a message engraved on it. which gives him a few hundred extra hit points and incredible
PCs must .gure out that they need to destroy the tapestry. If a physical abilities while maintaining his formidable spellcast-
PC succeeds on a DC 15 Intelligence (Investigation) check, ing. He knows he is not in top form and he does not want to
remind them that Stephen’s ghost said something about have escaped death only to be killed again, so he will not hes-
unmaking or destroying something to undo his death. The itate to go all out with spells like shapechange, sunburst, and
PCs need not burn the tapestry. They can destroy it however disintegrate.
they’d like.
Stephen uses plane shift to return the PCs to the area in front
of Castle Amber. The mists are gone, though the mists of the
Mournland are visible in the distance.
If you don’t wish for the castle to crumble, Stephen will
thank the PCs again and say that he needs to have a serious
talk with his family. He’ll enter the castle. PCs will .nd the
doors are sealed with arcane lock. If the PCs are still there in
the morning, the castle will be gone, as Stephen .nished
sending it through to Averoigne. If they come back months
later, however, it might return...
Cas
tleAmb
er–3
9
featureless, amber-colored mask. Beneath their robes, their
Ap
pendixA:
New torsos are sealed beneath a breastplate of the same material.
They can easily be mistaken for constructs instead of
undead.
Monste
rs
Amb
erZomb
ie
Amb
erCroc
odi
le Medium undead, neutral evil
Armor Class 13 (natural armor)
While no larger than normal crocodiles, these animals were
Hit Points 37 (5d8 + 15)
bred to be strong and wily enough to thrive in Castle Amber’s
Speed 20 ft.
indoor forest.
STR DEX CON INT WIS CHA
14 (+2) 8 (-1) 16 (+3) 3 (-4) 8 (-1) 5 (-3)
Amb
erCroc
odi
le Saving throws Wisdom +1
Large beast, unaligned
Damage Resistances necrotic
Armor Class 13 (natural armor) Damage Immunities poison
Hit Points 42 (5d10+15) Condition Immunities poisoned
Speed 20 ft, swim 30 ft Senses darkvision 60 ft., passive Perception 9
STR DEX CON INT WIS CHA Languages understands common
16 (+3) 11 (+0) 16 (+3) 3 (-4) 12 (+1) 5 (-3) Challenge 1 (100xp)
Skills Stealth +4 Undead Fortitude. If damage reduces the zombie to 0
Senses passive Perception 11 hit points, it must make a Constitution saving throw with
Languages – a DC of 5 + the damage taken, unless the damage is
Challenge 2 (450xp) radiant of from a critical hit. On a success, the zombie
Hold Breath. The crocodile can hold its breath for 15 drops to 1 hit point instead.
minutes Strength in Numbers. For each zombie ally within 5
Barrel Roll. When the crocodile bites a creature it has feet, a zombie’s slam attack does an additional die of
grappled, it can spin in place, dealing an extra 7 (2d6) damage. When the zombies are within range of each
slashing damage. other, their amber masks and breastplates begin to glow
with an inner light.
Act
ions Explosive Demise. If the zombie is destroyed without
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one having taken radiant damage, its body explodes in 1d4
target. Hit: 13 (3d6 + 3) piercing damage , and the rounds. All creatures within a 10 ft radius of the corpse
target is grappled (escape DC 13). Until this grapple must make a DC 13 Dexterity saving throw, taking 13
ends, the target is restrained, and the crocodile can’t (3d8) points of necrotic damage on a failed save or half
bite another target. as much on a successful one. If any of the damage that
Tail: Melee Weapon Attack: +5 to hit, reach 5 ft., one was done to destroy the zombie was radiant, it does not
target not grappled by the crocodile. Hit: 9 (2d8 + 3) explode.
bludgeoning damage. If the target is a creature, it must
succeed on a DC 13 Strength saving throw or be Act
ions
knocked prone. Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) bludgeoning damage.
Random Encounters – Indoor Forest, 17. A Crock of Crocs
Amb
erZomb
ie
Amber zombies were created through a combination of
arcane and divine necromancy.
Inoffensive servants. While most zombies are characterized
by their hideous visage and decaying stench, Amber zombies
are treated with preservative measures so that they can serve
as attendants to nobility. Their faces are sealed beneath a
Cas
tleAmb
er–40
Arane
a
Aranea are magical, shapeshifting giant spiders.
Unwarranted Arachnophobia. Despite their fearsome
appearance, aranea are not evil. Most aranea associate little
with humanoids in order to avoid conCict altogether. They
are curious and social, however, so they do occasionally
assume their humanoid forms to seek out peaceful
interactions with humanoids. They do not eat intelligent
creatures.
Uncursed Shifters. Aranea are often referred to as
werespiders. Though they are not actual lycanthropes, they
do have three forms. They can shift between these forms at
will and are not compelled by astrological cycles. Their
natural form is that of a giant spider which can be
distinguished from non-aranea by the braincase on its back.
From birth, each aranea has a unique humanoid form that it
can change into. This is often human, but it could be that of
another medium or small-sized humanoid race. In addition,
like true lycanthropes, they have a hybrid form that has
arachnoid fangs and spinnerets in its hands. Hybrid forms
vary in appearance and typically have extra eyes and limbs.
Natural Magic. The aranea are natural spellcasters who
typically focus on enchantment, divination, and illusion
magics. They often use these abilities in hunting animal prey,
entertaining themselves and each other, and avoiding
conCict with creatures more powerful than they are. Some
aranea do practice more combat-oriented magics, but they
tend to avoid .re-based spells, since their webs are
Cammable.
Cas
tleAmb
er–41
Be
arowl
Arane
a Magically bred creatures, bearowls have the body of an
Medium monstrosity (shapechanger), neutral
enormous brown bear with the wings and rear talons of a
Armor Class 15 (natural armor) giant owl. They are more predatory than normal bears,
Hit Points 65 (10d8 +20) though they are still omnivorous and tend to prefer easy
Speed 50 ft. Climb 25ft meals over a .ght.
STR DEX CON INT WIS CHA Unlikely Agility. Bearowls are ungainly-looking bulky
11 (+0) 16 (+3) 14 (+2) 14 (+2) 13 (+1) 14 (+2) creatures that most would not expect to be able to get
Skills Athletics +4 Perception +3 Stealth +5 airborne. Their wingspan seems far too small to support their
Senses darkvision 60 ft., passive Perception 13 great bulk. While their wings are, in fact, extraordinarily
Languages Common, Sylvan strong, they actually posses minor levitation magics
Challenge 4 (1,100xp) thatallow them to lighten their bodies at will. This makes
Spider Climb: The aranea climbs, including upside them not only Cightworthy, but also much faster and more
down, without needing to make an ability check. agile than most expect them to be.
Web Sense: While in contact with a web, the aranea
knows the exact location of any other creature in
contact with the same web. Be
arowl
Web Walker: The aranea ignores movement restrictions Large monstrosity, unaligned
caused by webbing. Armor Class 14 (natural armor)
Shapechanger: The aranea can use its action to Hit Points 68 (7d10+21)
polymorph into a spider-humanoid hybrid or into a Speed 40 ft., Cy 60 ft.
humanoid, or back into its true form, which is a STR DEX CON INT WIS CHA
medium spider. Each aranea has a unique humanoid 20 (+5) 14 (+2) 17 (+3) 3 (-4) 12 (+1) 7 (-2)
form, which is either a small or medium humanoid. In Skills Perception +3, Stealth +4
humanoid form, an aranea has a speed of 30 ft. and Senses darkvision 120 ft., passive Perception 13
cannot use its bite attack or web. Otherwise, its Languages –
statistics are the same in each form. It does not revert to Challenge 3 (700 xp)
its true form if it dies.
Spellcasting: The aranea is a 3rd-level spellcaster. Its Flyby. The bearowl doesn’t provoke opportunity attacks
when it Cies out of an enemy’s reach.
spellcasting ability is Charisma (spell save DC 12, +4 to
hit with spell attacks). An aranea typically knows the Keen Smell and Sight. The bearowl has advantage on
Wisdom (Perception) checks that rely on smell or sight.
following sorcerer spells:
• Cantrips (at will): mending, minor illusion, Act
ions
prestidigitation, shocking grasp Multiattack. The bearowl makes two attacks: one with
• 1st-level (4 slots): charm person, detect magic its bite and one with its claws.
• 2nd-level (2 slots): detect thoughts, invisibility Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Act
ions target. Hit: 9 (1d8 + 5) piercing damage.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one
creature. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) target. Hit: 14 (2d8 + 5) slashing damage.
poison damage. The target must succeed on a DC 12
Random Encounters – Indoor Forest
Constitution saving throw or be poisoned for 1 minute.
Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit,
range 30/60 ft., one Large or smaller creature. Hit: The
creature is restrained by webbing. As an action, the
restrained creature can make a DC 12 Strength check,
escaping from the webbing on a success. The effect also
ends if the webbing is destroyed. The webbing has AC
10, 5 hit points, vulnerability to .re damage, and
immunity to bludgeoning, poison, and psychic damage.
Cas
tleAmb
er–42
Be
astofAve
roi
gne
The beast is a bizarre serpentine humanoid wrapped in
dimly glowing mists that mask its features from inspection.
TheBeas
tofAveroi
gne
:
Chal
lengeRa
ting7
Medium 1end, chaotic evil
Armor Class 18 (natural armor)
Hit Points 119 (14d8 + 56)
Speed 50 ft., climb 30 ft.
STR DEX CON INT WIS CHA
19 (+4) 19 (+4) 18 (+4) 8 (-1) 14 (+2) 15 (+2)
Saving throws Wis +5, Con +7
Skills Perception +5 Stealth +7
Damage Resistances bludgeoning, piercing, and
slashing from nonmagical attacks
Condition Immunities charmed
Senses darkvision 120 ft., passive Perception 15 Blood-Red Origin. A blazing red scar in the night sky may
Languages understands Common and Abyssal, but does mark the gate to another realm. The beast travels along the
not speak light of a comet, slithering out of its hellish domain.
Body by Proxy. As a naturally bodiless .end, the beast must
Challenge 7 (2,900xp)
possess a humanoid in order to take physical form. While it
Keen Smell. The beast has advantage on Wisdom
is not necessary for it to do so, it is drawn to bodies of
(Perception) checks that rely on smell.
people who are respected for their kindness and mild
Possessor. The beast possesses a mortal host who must
manner.
make a DC 15 Charisma saving throw when exposed to
Insatiable Bloodlust. The beast will seek out victims when
the light of the comet or polymorph into the beast’s
the comet is in the sky. While it shows some preference for
form. The beast has some limited access to the thoughts
those its host cares for, it tends not to prey too heavily on
and knowledge of its mortal host. The host has no
those in its host’s immediate vicinity so as to avoid discovery.
memory of being the beast and will attempt to
Three Versions. The statistics below reCect the Beast of
rationalize away any evidence that points toward the
Averoigne at three different challenge ratings. While this is
possession.
intended for the use of DMs who wish an appropriate level
Regeneration. If there is a creature Poisoned by its
of challenge for their PCs, it could also be used to represent
unholy aura at the start of its turn, the beast regains 10
a beast that grows stronger over the course of a few weeks of
hit points. The beast dies only if it starts its turn with 0
feeding on the souls of the innocent.
hit points and doesn’t regenerate.
Unholy Aura. The beast gives off dim light within 10
feet. Those who start their turn within this light must
succeed at a DC 15 Charisma saving throw or be
Poisoned until the beginning of their next turn.
Act
ions
Multiattack. The beast makes three attacks: one bite and
two claws.
Bite Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 9 (1d10 + 4) slashing damage.
Cas
tleAmb
er–43
TheBeas
tofAveroi
gne
: TheBeas
tofAveroi
gne
:
Chal
lengeRa
ting9 Chal
lengeRa
ting11
Medium 1end, chaotic evil Medium 1end, chaotic evil
Armor Class 20 (natural armor) Armor Class 20 (natural armor)
Hit Points 136 (16d8 + 64) Hit Points 152 (16d8 + 80)
Speed 50 ft., climb 30 ft. Speed 50 ft., climb 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 20 (+5) 18 (+4) 8 (-1) 14 (+2) 15 (+2) 19 (+4) 20 (+5) 20 (+5) 8 (-1) 14 (+2) 15 (+2)
Saving throws Wis +6, Con +8 Saving throws Wis +6, Con +9 Dex +9
Skills Perception +6 Stealth +8 Skills Perception +6 Stealth +8
Damage Resistances bludgeoning, piercing, and slashing Damage Resistances bludgeoning, piercing, and slashing
from nonmagical attacks from nonmagical attacks
Condition Immunities charmed Condition Immunities charmed
Senses darkvision 120 ft., passive Perception 15 Senses darkvision 120 ft., passive Perception 15
Languages understands Common and Abyssal, but does Languages understands Common and Abyssal, but does
not speak not speak
Challenge 9 (5,000xp) Challenge 11 (7,200xp)
Keen Smell. The beast has advantage on Wisdom Keen Smell. The beast has advantage on Wisdom
(Perception) checks that rely on smell. (Perception) checks that rely on smell.
Magic Resistance. The beast has advantage on saving Magic Resistance. The beast has advantage on saving
throws against spells and other magical effects. throws against spells and other magical effects.
Possessor. The beast possesses a mortal host who must Magic Weapons. The beast’s weapon attacks are magical.
make a DC 16 Charisma saving throw when exposed to Possessor. The beast possesses a mortal host who must
the light of the comet or polymorph into the beast’s form. make a DC 16 Charisma saving throw when exposed to
The beast has some limited access to the thoughts and the light of the comet or polymorph into the beast’s form.
knowledge of its mortal host. The host has no memory of The beast has some limited access to the thoughts and
being the beast and will attempt to rationalize away any knowledge of its mortal host. The host has no memory of
evidence that points toward the possession. being the beast and will attempt to rationalize away any
Regeneration. If there is a creature Poisoned by its unholy evidence that points toward the possession.
aura at the start of its turn, the beast regains 10 hit points. Regeneration. If there is a creature Poisoned by its unholy
The beast dies only if it starts its turn with 0 hit points and aura at the start of its turn, the beast regains 10 hit points.
doesn’t regenerate. The beast dies only if it starts its turn with 0 hit points and
Unholy Aura. The beast gives off dim light within 10 feet. doesn’t regenerate.
Those who start their turn within this light take 9 (2d8) Sense the Prey. The beast has advantage on attacks against
necrotic damage and must succeed at a DC 16 Charisma creatures Poisoned by its unholy aura.
saving throw or be Poisoned until the beginning of their Unholy Aura. The beast gives off dim light within 15 feet.
next turn. Those who start their turn within this light take 11 (2d10)
necrotic damage and must succeed at a DC 16 Charisma
Act
ions saving throw or be Poisoned until the beginning of their
Multiattack. The beast makes three attacks: one bite and next turn.
two claws.
Bite Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Act
ions
Hit: 15 (3d6 + 5) piercing damage. Multiattack. The beast makes three attacks: one bite and
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one two claws.
target. Hit: 10 (1d10 + 5) slashing damage. Bite Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 18 (3d8 + 5) piercing damage.
Error: Reference source not found Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 12 (2d6 + 5) slashing damage.
Cas
tleAmb
er–44
Brai
nCol
lect
or
The Neh-Thalggu are denizens of Xoriat. Their body shapes
Ne
h-Thal
ggu
Large aberration, chaotic evil
can vary, but they typically have six to eight crablike legs;
four (or more) large, bulging eyes; a toothy maw; and masses Armor Class 17 (natural armor)
of tentacles. Hit Points 153 (18d10+54)
Brain Hunters. The brain collectors were created by Illithids Speed 40 ft, climb 20 ft.
to hunt down humanoids and bring their brains back for STR DEX CON INT WIS CHA
consumption. They perform surgery to extract the brains and 18 (+4) 12 (+1) 17 (+3) 17 (+3) 15 (+2) 15 (+2)
store them within their own body for transport. Once they Damage Resistances psychic
have encapsulated the brain of a humanoid, they can tap its Skills Arcana +7 Perception +6
psionic potential to increase its own psychic power. Senses darkvision 120 ft., passive Perception 16
Languages Deep Speech, telepathy 30 ft.
Challenge 9 (5,000 xp)
Magic Resistance. The brain collector has advantage on
saving throws against spells and other magical effects.
Innate Spellcasting (Psionics). The brain collector’s
innate spellcasting ability is Intelligence (spell save DC
15). The brain collector can innately cast the following
spells, requiring no material components:
• At will: charm person, detect thoughts
• 1/day each: blur, dissonant whispers, haste,
hold person, phantasmal force, sleep, slow
Braincasting. For each brain that the brain collector has
consumed, it can cast one of its spells an additional time
per day.
Psychic Link. Creatures the brain collector has poisoned
have disadvantage on saving throws against its spells.
Summon Psychic Ghost. When the brain collector
consumes a brain, it can perform a bizarre rite taking 10
minutes. If it does, it summons a psychic ghost (see
below).
Act
ions
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) piercing damage plus 14 (4d6)
poison damage and the target must succeed on a DC 15
Constitution saving throw or be Poisoned for 1 minute.
Venomous Connections. They have a psionically active
venom that they inject with their bite. They can use this to Re
act
ions
establish a link with their victims and wear away at them Psychic feedback. If a creature the brain collector has
from the inside. poisoned deals damage to the brain collector, the brain
Psychic Ghosts. With effort, neh-thalggu can create a collector can use its reaction to force it to take an
psychic shell to serve as a spectral form for the memories of amount of psychic damage equal to half the damage
one of the brains it has consumed, creating a bizarre form of taken by the brain collector unless it succeeds on a DC
undead spirit under its control. It uses these psychic ghosts to 15 Charisma saving throw.
aid it in collecting brains, both in combat and as surgical
assistants. 48. The Brain Collector
Cas
tleAmb
er–45
Ps
ychi
cGhos
t
Medium undead, chaotic evil
Armor Class 10
Hit Points 27 (6d8)
Speed 0 ft, Cy 40 ft.
STR DEX CON INT WIS CHA
7 (-2) 12 (+1) 10 (+0) 7 (-2) 10 (+0) 7 (-2)
Damage Resistances acid, cold, .re, lightning, thunder,
bludgeoning, piercing, and slashing from non-magical
weapons.
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, frightened,
grappled, paralyzed, petri.ed, poisoned, prone,
restrained
Senses darkvision 60 ft., passive Perception 10
Languages Understands the languages it knew in life,
but cannot speak
Challenge 1 (200 xp)
Burni
ngHound
Fade from View. The ghost can become invisible as a Medium elemental, unaligned
bonus action. It becomes visible if it attacks. Armor Class 14 (natural armor)
Follow the Link. The ghost is sensitive to the psychic link Hit Points 33 (6d8+6)
created by the brain collector’s poison. It has advantage Speed 40 ft
against those the Brain Collector has poisoned and those
poisoned have disadvantage on saving throws against STR DEX CON INT WIS CHA
the ghost’s Freeze attack. 15 (+2) 14 (+2) 14 (+2) 6 (-2) 12 (+1) 6 (-2)
Incorporeal Movement. The ghost can move through Damage Immunities .re, poison
other creatures and objects as if they were dif.cult Condition Immunities poisoned
terrain. It takes 5 (1d10) force damage if it ends its turn Skills Perception +5
inside an object. Senses darkvision 60 ft., passive Perception 15
Psychic Tether. A psychic ghost cannot be separated Languages understands Primordial but cannot speak it
from its brain collector by more than 120 ft. If it is, it can Challenge 1/2 (100 xp)
take no actions except moving directly towards the brain Keen Hearing and Smell. The hound has advantage on
collector. Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The hound has advantage on an attack roll
Act
ions against a creature if at least one of the hound’s allies is
Freeze. Melee Spell Attack: +3 to hit, reach 5 ft., one within 5 feet of the creature and the ally isn’t incapacitated.
creature. Hit: 10 (3d6) psychic damage and the target
must succeed on a DC 10 Strength saving throw or be Act
ions
Restrained until the end of the ghost’s next turn. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 7 (2d4 + 2) piercing damage and 3 (1d6) .re
48. The Brain Collector damage. If the target is a creature, it must succeed on a DC
12 Strength saving throw or be knocked prone.
Burni
ngHound Re
act
ions
Feed from Flame. When the hound is hit by an attack that
Burning hounds are canine elementals that have been bred
deals .re damage, it can use its reaction to heal 6 (1d8 + 2)
by the sullox to help hunt efreeti.
hit points.
Cas
tleAmb
er–46
Cap
rae
Caprae are goat-like humanoids from faerie realms.
Sp
unkyKi
d
Medium fey, chaotic neutral
Armor Class 13
Hit Points 46 (5d8+24)
Speed 50 ft, climb 20 ft.
STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 14 (+2) 12 (+1) 12 (+1) 16 (+3)
Skills Athletics +3 Perception +3 Deception +5
Senses passive Perception 13
Languages Common, Sylvan
Challenge 1/2 (50 xp)
Magic Resistance: The spunky kid has advantage on saving
throws against spells and other magical effects.
Charge. If the spunky kid moves at least 10 feet straight
toward a target and then hits it with a headbutt attack on
the same turn, the target takes an extra 2 (1d4) bludgeoning
damage. If the target is a creature, it must succeed on a DC
11 Strength saving throw or be knocked prone.
Act
ions
Headbutt. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) bludgeoning damage.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach
5 ft. or range 30/120 ft., one target. Hit: 5 (1d4 + 3)
piercing damage.
Cas
tleAmb
er–47
De
athDe
mon
The death demon, or Ostegos, appears as a gaunt, gray De
athDe
mon
humanoid with batlike wings, a fanged maw, and metal- Large 1end, chaotic evil
tipped claws. They are often used as assassins, especially in Armor Class 17 (natural armor)
groups. Hit Points 93 (11d10+33)
Speed 30 ft, Cy 40 ft
STR DEX CON INT WIS CHA
19 (+4) 15 (+2) 16 (+3) 10 (+0) 13 (+1) 14 (+2)
Damage Resistances cold, .re, lightning; bludgeoning,
piercing, and slashing from nonmagical attacks
Damage Immunities necrotic, poison
Saving Throws Con +6 Wis +4
Skills Perception +4
Senses blindsight 30 ft., darkvision 120 ft., passive
Perception 14
Languages Abyssal, telepathy 120 ft
Challenge 7 (2,900xp)
Innate Spellcasting. The demon’s innate spellcasting
ability is Charisma (spell save DC 13). The death demon
can innately cast the following spells, requiring no
material components:
3/day each: darkness, silence, teleport
Pack Tactics. The demon has advantage on an attack roll
against a creature if at least one of the its allies is within
5 feet of the creature and the ally isn’t incapacitated.
Act
ions
Multiattack. The demon makes two attacks: one with its
claws and one with its bite.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) piercing damage, and the target
must make a DC 14 Constitution saving throw, taking 27
(6d8) necrotic damage on a failed save and half as much
on a successful one.
Adamantine Claw. Melee Weapon Attack: +7 to hit,
reach 5 ft., one target. Hit: 9 (1d10 + 4) slashing
damage, and the target must make succeed on a DC 14
Constitution saving throw or be paralyzed for 1 minute.
The target can repeat the saving throw at the end of each
of its turns, ending the effect on itself on a success.
Cas
tleAmb
er–48
De
athDe
monHunt
er De
athDe
monHorde
mas
ter
Large 1end, chaotic evil Large 1end, chaotic evil
Armor Class 18 (natural armor) Armor Class 18 (natural armor)
Hit Points 133 (14d10+56) Hit Points 189 (18d10+90)
Speed 40 ft, Cy 60 ft Speed 40 ft, Cy 60 ft
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 18 (+4) 12 (+1) 17 (+3) 16 (+3) 22 (+6) 16 (+3) 20 (+5) 17 (+3) 16 (+3) 17 (+3)
Damage Resistances cold, .re, lightning; bludgeoning, Damage Resistances cold, .re, lightning; bludgeoning,
piercing, and slashing from nonmagical attacks piercing, and slashing from nonmagical attacks
Damage Immunities necrotic, poison Damage Immunities necrotic, poison
Condition Immunities poisoned Condition Immunities poisoned
Saving Throws Str + 9, Dex +7, Con +8, Wis +7 Saving Throws Str +10, Dex +7, Con +9, Int +7, Wis +7
Skills Investigation +5 Perception +7 Stealth +7 Skills Investigation +5 Perception +7 Stealth +7
Senses blindsight 60 ft., darkvision 120 ft., passive Senses truesight 60 ft., darkvision 120 ft., passive
Perception 17 Perception 17
Languages Abyssal, telepathy 120 ft Languages Abyssal, telepathy 120 ft
Challenge 9 (5,000xp) Challenge 11 (7,200xp)
Innate Spellcasting. The demon’s innate spellcasting Innate Spellcasting. The demon’s innate spellcasting
ability is Charisma (spell save DC 15). The death demon ability is Charisma (spell save DC 15). The death demon
can innately cast the following spells, requiring no can innately cast the following spells, requiring no
material components: material components:
3/day each: counterspell, darkness, invisibility, silence, 3/day each: bane, counterspell, darkness, fear, silence,
teleport teleport
1/day: glyph of warding, scrying 1/day: circle of death, cloudkill, dispel magic
Pack Tactics. The demon has advantage on an attack roll Magic Resistance. The demon has advantage on saving
against a creature if at least one of the its allies is within throws against spells and other magical effects.
5 feet of the creature and the ally isn’t incapacitated. Pack Tactics. The demon has advantage on an attack roll
against a creature if at least one of the its allies is within
Act
ions 5 feet of the creature and the ally isn’t incapacitated.
Multiattack. The demon makes three attacks: two with
its claws and one with its bite. Act
ions
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one Multiattack. The demon makes three attacks: two with
target. Hit: 12 (2d6 + 5) piercing damage, and the target its claws and one with its bite.
must make a DC 16 Constitution saving throw, taking 27 Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one
(6d8) necrotic damage on a failed save and half as much target. Hit: 16 (3d6 + 6) piercing damage, and the target
on a successful one. must make a DC 17 Constitution saving throw, taking 44
Adamantine Claw. Melee Weapon Attack: +9 to hit, (8d10) necrotic damage on a failed save and half as
reach 5 ft., one target. Hit: 10 (1d10 + 5) slashing much on a successful one. The demon receives a
damage, and the target must make succeed on a DC 16 number of temporary hit points equal to half of the
Constitution saving throw or be paralyzed for 1 minute. necrotic damage its bite deals.
The target can repeat the saving throw at the end of each Adamantine Claw. Melee Weapon Attack: +10 to hit,
of its turns, ending the effect on itself on a success. reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing
damage, and the target must make succeed on a DC 17
53. The Demon of Death Constitution saving throw or be paralyzed for 1 minute.
The target can repeat the saving throw at the end of each
of its turns, ending the effect on itself on a success.
Re
act
ions
Death’s Door. If a creature dies within 120 feet of the
demon, it can use its reaction to instantly teleport to a
space within 5 feet of the where the death occurred.
Cas
tleAmb
er–49
El
eme
ntal
Elemental infernos are enormous .re elementals. El
eme
ntalI
nfe
rno
Huge elemental, chaotic neutral
Armor Class 14
Hit Points 126 (12d12+48)
Speed 60 ft.
STR DEX CON INT WIS CHA
15 (+2) 18 (+4) 18 (+4) 6 (-2) 11 (+0) 7 (-2)
Damage Resistances bludgeoning, piercing, and slashing
from nonmagical attacks
Damage Immunities .re, poison
Condition Immunities exhaustion, grappled, paralyzed,
petri.ed, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 10
Languages Ignan
Challenge 9 (5,000 xp)
Fire Form. The elemental can move through a space as
narrow as 1 inch wide without squeezing. A creature that
touches the elemental or hits it with a melee attack while
within 5 feet of it takes 9 (2d8) .re damage. In addition, the
elemental can enter a hostile creature’s space and stop
there. The .rst time it enters a creature’s space on a turn,
that creature takes 9 (2d8) .re damage and catches .re;
until someone takes an action to douse the .re, the creature
takes 9 (2d8) .re damage at the start of each of its turns.
Illumination. The elemental sheds bright light in a 30-foot
radius and dim light in an additional 30 feet.
Water Susceptibility. For every 5 feet that elemental moves
in water, or for every gallon of water splashed on it, it takes
1 cold damage.
Act
ions
Multiattack. The elemental makes two touch attacks.
Touch. Melee Weapon Attack: +8 to hit, reach 10 ft., one
target. Hit: 18 (4d6 + 4) .re damage. If the target is a
creature or a Cammable object, it ignites. Until a creature
takes an action to douse the .re, the target takes 9 (2d8)
.re damage at the start of each of its turns.
Explosion (Recharge 6). The elemental releases a wave of
Came that rushes out from it in every direction. Creatures
within a 30 ft. radius centered on the elemental must make
a DC 16 Dexterity save, taking 44 (8d10) .re damage on a
failed save, or half as much damage on a successful one.
63. Fire
Cas
tleAmb
er–5
0
Fros
tSal
amande
r
The frost salamander is detailed on page 223 of
Fros
tSal
amande
r,Le
sse
r
Large elemental, unaligned
Mordenkainen’s Tome of Foes. It is included here for
convenience along with a greater and lesser version. Armor Class 15 (natural armor)
Hit Points 95 (11d10+33)
Speed 60 ft, burrow 40 ft., climb 40 ft.
STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 17 (+3) 7 (-2) 11 (+0) 7 (-2)
Damage Vulnerabilities .re
Damage Immunities cold
Saving Throws Con +6, Wis +3
Skills Perception +3
Senses darkvision 60 ft., tremorsense 60 ft., passive
Perception 13
Languages Primordial
Challenge 6 (2,300 xp)
Burning Fury. When the salamander takes .re damage,
its Freezing Breath automatically recharges.
Act
ions
Multiattack. The salamander makes .ve attacks: four
with its claws and one with its bite.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 6 (1d4 + 4) piercing damage.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one
target. Hit: 7 (1d6 + 4) piercing damage and 3 (1d6)
cold damage.
Freezing Breath (Recharge 6). The salamander exhales
chill wind in a 30 foot cone. Each creature in that area
must make a DC 15 Constitution saving throw, taking 33
(6d10) cold damage on a failed save, or half as much
damage on a successful one.
Cas
tleAmb
er–5
1
Fros
tSal
amande
r,Gre
ate
r GhoulSe
nti
nel
Huge elemental, unaligned Medium undead, neutral evil
Armor Class 18 (natural armor) Armor Class 15 (studded leather)
Hit Points 197 (18d12+80) Hit Points 52 (8d8 + 16)
Speed 60 ft, burrow 40 ft., climb 40 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
22 (+6) 12 (+1) 20 (+5) 7 (-2) 11 (+0) 7 (-2) 16 (+3) 17 (+3) 14 (+2) 11 (+0) 12 (+1) 8 (-1)
Damage Vulnerabilities .re Damage Resistances necrotic
Damage Immunities cold Damage Immunities poison
Saving Throws Con +9, Wis +4 Condition Immunities charmed, exhaustion, poisoned
Skills Perception +4 Skills Perception +3
Senses darkvision 60 ft., tremorsense 60 ft., passive Senses darkvision 60 ft., passive Perception 13
Perception 14 Languages Common
Languages Primordial Challenge 3 (700xp)
Challenge 11 (7,200 xp) Turning De<ance. The sentinel and any ghouls within
Burning Fury. When the salamander takes .re damage, 30 feet of it have advantage on saving throws against
its Freezing Breath automatically recharges. effects that turn undead.
Act
ions Act
ions
Multiattack. The salamander makes .ve attacks: four Multiattack. The sentinel makes one attack with its bite
with its claws and one with its bite. and one attack with its claws or spear.
Claws. Melee Weapon Attack: +10 to hit, reach 10 ft., Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
one target. Hit: 11 (1d10 + 6) piercing damage. target. Hit: 10 (2d6 + 3) piercing damage.
Bite. Melee Weapon Attack: +10 to hit, reach 15 ft., one Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 12 (1d12 + 6) piercing damage and 7 (2d6) target. Hit: 10 (2d6 + 3) slashing damage. If the target
cold damage. is a creature other than an undead, it must succeed on
Freezing Breath (Recharge 5-6). The salamander a DC 12 Constitution saving throw or be paralyzed for
exhales chill wind in a 60 foot cone. Each creature in 1 minute. The target can repeat the saving throw at the
that area must make a DC 18 Constitution saving throw, end of each of its turns, ending the effect on itself on a
taking 55 (10d10) cold damage on a failed save, or half success.
as much damage on a successful one. Spear. Melee or Ranged Weapon Attack: +5 to hit, reach
5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3)
piercing damage or 7 (1d8 + 3) piercing if used with two
40. The White Room
hands.
GhoulSe
nti
nel 56. Entrance to the Land of the Ghouls
Cas
tleAmb
er–5
2
Gi
ant
St
oneGi
antLurke
r
Huge giant, neutral
St
oneGi
antWarri
or Armor Class 19 (natural armor)
Huge giant, neutral Hit Points 150 (12d12 + 72)
Armor Class 18 (natural armor) Speed 40 ft., climb 30 ft.
Hit Points 150 (12d12 + 72) STR DEX CON INT WIS CHA
Speed 40 ft. 24 (+7) 18 (+4) 22 (+6) 10 (+0) 12 (+1) 9 (-1)
STR DEX CON INT WIS CHA Damage Resistances Poison
24 (+7) 17 (+3) 22 (+6) 10 (+0) 12 (+1) 9 (-1) Saving Throws Dex +8, Con +10, Wis +5
Saving Throws Dex +7, Con +10, Wis +5 Skills Athletics +14, Perception +5, Stealth +8
Skills Athletics +14, Perception +5 Senses darkvision 60 ft., passive Perception 15
Senses darkvision 60 ft., passive Perception 15 Languages Giant
Languages Giant Challenge 11 (7,200xp)
Challenge 9 (5,000xp) Ambush. During its .rst turn, the giant has advantage on
Stone Camou=age: The giant has advantage on Dexterity attack rolls against any creature that hasn’t taken a turn.
(Stealth) checks made to hide in rocky terrain. Any hit the giant scores against a surprised creature is a
critical hit.
Act
ions Sneak Attack. Once per turn, the giant deals an extra 14
Multiattack. The giant makes two greataxe attacks. (4d6) damage when it hits a target with a weapon attack
Greataxe. Melee Weapon Attack: +11 to hit, reach 15 ft., and has advantage on the attack roll, or when the target is
one target. Hit: 26 (3d12 + 7) slashing damage. within 5 feet of an ally of the giant that isn’t incapacitated
Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft., and the giant doesn’t have disadvantage on the attack roll.
one target. Hit: 29 (4d10 + 7) bludgeoning damage. If the Stone Camou=age: The giant has advantage on Dexterity
target is a creature, it must succeed on a DC 18 Strength (Stealth) checks made to hide in rocky terrain.
saving throw or be knocked prone.
Act
ions
Re
act
ions Multiattack. The giant makes two greatsword attacks.
Rock Catching. If a rock or similar object is hurled at the Greatsword. Melee Weapon Attack: +11 to hit, reach 15 ft.,
giant, the giant can, with a successful DC 10 Dexterity one target. Hit: 28 (6d6 + 7) slashing damage.
saving throw, catch the missile and take no bludgeoning Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft.,
damage from it. one target. Hit: 29 (4d10 + 7) bludgeoning damage. If the
target is a creature, it must succeed on a DC 18 Strength
65. Second Guardian saving throw or be knocked prone.
Re
act
ions
Rock Catching. If a rock or similar object is hurled at the
giant, the giant can, with a successful DC 10 Dexterity
saving throw, catch the missile and take no bludgeoning
damage from it.
Cas
tleAmb
er–5
3
Gi
antAmoe
ba
Giant amoebas are large ooze-like organisms with a 15 ft
radius. They are nearly transparent, with a grayish, 1 ft
nucleus at their center.
Gi
antAmoe
ba
Huge ooze, unaligned
Armor Class 8
Hit Points 114 (12d12+36
Speed 10 ft, climb 10 ft.
STR DEX CON INT WIS CHA
16 (+3) 6 (-2) 17 (+3) 1 (-5) 16 (-2) 1 (-5)
Damage Resistances bludgeoning
Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, prone
Senses blindsight 60 ft. (blind beyond this radius), passive
Perception 8
Languages –
Challenge 5 (1,800 xp)
Transparent. Even when the amoeba is in plain sight, it
takes a successful DC 15 Wisdom (Perception) check to
spot it if it has neither moved nor attacked. If it is
underwater, this check is made at disadvantage. A creature
that tries to enter the amoeba’s space while unaware of the
amoeba is surprised by it.
Amphibious. The amoeba can breathe both air and water.
Act
ions
Pseudopod. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one creature. Hit: 12 (2d8 + 3) bludgeoning damage and
13 (4d6) acid damage and make a DC 16 Dexterity saving
throw or be grappled. Until the grapple ends, the target is
restrained.
Engulf. A creature that the amoeba has grappled must make
a DC 16 Strength saving throw. If the target fails, it takes 21
(6d6) acid damage and is engulfed. An engulfed creature
can’t breathe, is restrained, and takes 34 (8d6) acid damage
at the start of each of the amoeba turns. An engulfed
creature can try to escape by taking an action to make a
DC 16 Strength check. On a success, the creature escapes
and enters a space of its choice within 5 feet of the
amoeba.
Cas
tleAmb
er–5
4
Gi
bbe
ringMout
her
Gibbering mouthers are horri.c enough creatures in their
usual forms, but when they are permitted to consume other
living things, they can gradually become larger and even
more terrifying. A great gibberer is the result of a huge
gibbering mouther that has consumed numerous magical
creatures.
Spawning Ground. The largest of the mouthers can actually
create others of their kind, which ooze up from the aberrant
ground around them.
Cas
tleAmb
er–5
5
direction. On a 7 or 8, the creature makes a melee attack
HugeGi
bbe
ringMouthe
r against a randomly determined creature within its reach or
Huge aberration, neutral
does nothing if it can’t make such an attack. On a 9 or 10,
Armor Class 15 (natural armor)
the creature takes 14 (4d6) psychic damage.
Hit Points 126 (12d12 + 48)
Speed 10 ft, swim 10 ft. Act
ions
STR DEX CON INT WIS CHA Multiattack. The gibbering mouther makes one bite attack
19 (+4) 8 (-1) 19 (+4) 5 (-4) 13 (+1) 8 (-1) and, if it can, uses its Blinding Spittle.
Condition Immunities prone Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one
Senses darkvision 60 ft., passive Perception 11 creature. Hit: 31 (5d10 + 4) piercing damage plus 7 (2d6)
Languages – poison damage. If the target is Large or smaller, it must
Challenge 8 (3,900 xp) succeed on a DC 15 Strength saving throw or be knocked
Aberrant Ground. The ground in a 20-foot radius around the prone. If the target is killed by this damage, it is absorbed
mouther is doughlike dif.cult terrain. Each creature that into the mouther.
starts its turn in that area must succeed on a DC 14 Strength Blinding Spittle (Recharge 5–6). The mouther spits a
saving throw or have its speed reduced to 0 until the start of chemical glob at a point it can see within 20 feet of it. The
its next turn. glob explodes in a blinding Cash of light on impact. Each
Gibbering. The mouther babbles incoherently while it can creature within 5 feet of the Cash must succeed on a DC 14
see any creature and isn’t incapacitated. Each creature that Dexterity saving throw or be Blinded until the end of the
starts its turn within 30 feet of the mouther and can hear the mouther’s next turn. A blinded creature must succeed on a
gibbering must succeed on a DC 12 Wisdom saving throw. DC 15 Constitution saving throw or be Poisoned for 1
On a failure, the creature can’t take reactions until the start minute.
of its next turn and rolls a d10 to determine what it does
Re
acti
ons
during its turn. On a 1 to 4, the creature does nothing. On a
Spawn (1/Day). If the mouther takes psychic damage, it can
5 or 6, the creature takes no action or bonus action and uses
use its reaction to spawn a medium gibbering mouther (see
all its movement to move in a randomly determined
p. 157 MM) in an adjacent space.
Cas
tleAmb
er–5
6
against a randomly determined creature within its reach or
Gre
atGi
bbe
rer does nothing if it can’t make such an attack. On a 9 or 10,
Huge aberration, neutral
the creature takes 21 (6d6) psychic damage.
Armor Class 15 (natural armor)
Psychic Drain. If a creature takes psychic damage from the
Hit Points 126 (12d12 + 48)
mouther’s gibbering feature, the mouther heals an amount
Speed 10 ft, swim 10 ft.
equal to half the psychic damage taken.
STR DEX CON INT WIS CHA
19 (+4) 8 (-1) 19 (+4) 6 (-3) 14 (+2) 10 (+0) Act
ions
Damage Resistances bludgeoning, piercing, and slashing Multiattack. The gibbering mouther makes two bite attacks.
attacks from nonmagical weapons If it can, it uses its Blinding Spittle instead of one bite attack.
Condition Immunities prone Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one
Senses darkvision 60 ft., passive Perception 12 creature. Hit: 31 (5d10 + 4) piercing damage plus 7 (2d6)
Languages – poison damage. If the target is Large or smaller, it must
Challenge 10 (5,900 xp) succeed on a DC 16 Strength saving throw or be knocked
Aberrant Ground. The ground in a 20-foot radius around the prone. If the target is killed by this damage, it is absorbed
mouther is doughlike dif.cult terrain. Each creature that into the mouther.
starts its turn in that area must succeed on a DC 15 Strength Blinding Spittle (Recharge 5–6). The mouther spits a
saving throw or be Restrained until the start of its next turn. chemical glob at a point it can see within 30 feet of it. The
Gibbering. The mouther babbles incoherently while it can glob explodes in a blinding Cash of light on impact. Each
see any creature and isn’t incapacitated. Each creature that creature within 10 feet of the Cash must succeed on a DC
starts its turn within 30 feet of the mouther and can hear the 15 Dexterity saving throw or be Blinded until the end of the
gibbering must succeed on a DC 13 Wisdom saving throw. mouther’s next turn. A blinded creature must succeed on a
On a failure, the creature can’t take reactions until the start DC 16 Constitution saving throw or be Poisoned for 1
of its next turn and rolls a d10 to determine what it does minute.
during its turn. On a 1 to 4, the creature does nothing. On a
Re
acti
ons
5 or 6, the creature takes no action or bonus action and uses
Spawn (1/Day). If the mouther takes psychic damage, it can
all its movement to move in a randomly determined
use its reaction to spawn a medium gibbering mouther (see
direction. On a 7 or 8, the creature makes a melee attack
p. 157 MM) in an adjacent space.
Cas
tleAmb
er–5
7
Gol
em
Amber golems. One of the most beautiful of the golems,
Amb
erGol
em
Large construct, neutral
amber golems are typically created in the forms of enormous
lions. Armor Class 16 (natural armor)
Bone golems. Often mistaken for undead, bone golems are Hit Points 104 (11d10 +44)
four-armed arcane creations made from a combination of Speed 40 ft
human and animal bones. They appear much like multi- STR DEX CON INT WIS CHA
armed skeletons and are easily mistaken for undead. Lesser 19 (+4) 14 (+2) 18 (+4) 3 (-4) 12 (+1) 1 (-5)
bone golems are human-sized and have four arms. Greater Damage Immunities poison, bludgeoning, piercing, and
bone golems are usually over 7 feet tall and have six arms. slashing from nonmagical attacks that aren’t adamantine
Mud golems. One of the least beautiful of the golems, mud Condition Immunities charmed, exhaustion, frightened,
golems are thought to have originated as simpli.ed versions paralyzed, petri.ed, poisoned
of clay golems. Senses darkvision 120 ft., passive Perception 10
Languages understands the languages of its creator but
cannot speak
Challenge 7 (2,900xp)
Immutable Form. The golem is immune to any spell or
effect that would alter its form.
Magic Resistance. The golem has advantage on saving
throws against spells and other magical effects.
Magic Weapons. The golem’s weapon attacks are magical.
Act
ions
Multiattack. The golem makes three melee attacks: one bite
and two claws.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 17 (3d8 + 4) piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) slashing damage.
Cas
tleAmb
er–5
8
BoneGol
em,
Les
ser
Medium construct, neutral
Armor Class 12
Hit Points 45 (7d8 +14)
Speed 30 ft
STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 15 (+2) 6 (-2) 10 (+0) 5 (-3)
Damage Immunities necrotic; poison; bludgeoning,
piercing, and slashing from nonmagical attacks that aren’t
adamantine
Condition Immunities charmed, exhaustion, frightened,
paralyzed, petri.ed, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages understands Common, but cannot speak
Challenge 3 (700xp)
Berserk. Whenever the golem starts its turn with 20 hit
points or fewer, roll a d6. On a 6, the golem goes berserk.
On each of its turns while berserk, the golem attacks the
nearest creature it can see. If no creature is near enough to
move to and attack, the golem attacks an object, with
preference for an object smaller than itself. Once the golem
goes berserk, it continues to do so until it is destroyed or
regains all its hit points. The golem’s creator, if within 60
feet of the berserk golem, can try to calm it by speaking
.rmly and persuasively. The golem must be able to hear its
creator, who must take an action to make a DC 15
Charisma (Persuasion) check. If the check succeeds, the
golem ceases being berserk. If it takes damage while still at
20 hit points or fewer, the golem might go berserk again.
Immutable Form. The golem is immune to any spell or
effect that would alter its form.
Magic Resistance. The golem has advantage on saving
throws against spells and other magical effects.
Magic Weapons. The golem’s weapon attacks are magical.
Act
ions
Multiattack. The golem makes four melee attacks.
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) slashing damage.
Cas
tleAmb
er–5
9
BoneGol
em,
Gre
ate
r MudGol
em
Medium construct, neutral Large construct, unaligned
Armor Class 16 (iron banding) Armor Class 14 (natural armor)
Hit Points 93 (11d8 +44) Hit Points 133 (14d10 + 56)
Speed 30 ft Speed 20 ft, burrow (mud only) 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 18 (+4) 6 (-2) 10 (+0) 5 (-3) 20 (+5) 9 (-1) 18 (+4) 3 (-4) 8 (-1) 1 (-5)
Damage Immunities necrotic; poison; bludgeoning, Damage Immunities poison, psychic, bludgeoning,
piercing, and slashing from nonmagical attacks that aren’t piercing, and slashing from nonmagical attacks that aren’t
adamantine adamantine
Condition Immunities charmed, exhaustion, frightened, Condition Immunities charmed, exhaustion, frightened,
paralyzed, petri.ed, poisoned paralyzed, petri.ed, poisoned
Senses darkvision 60 ft., passive Perception 10 Senses darkvision 60 ft., passive Perception 9
Languages understands Common, but cannot speak Languages understands the languages of its creator but
Challenge 5 (1,800xp) cannot speak
Berserk. Whenever the golem starts its turn with 40 hit Challenge 8 (3,900xp)
points or fewer, roll a d6. On a 6, the golem goes berserk. Berserk: Whenever the golem starts its turn with 60 hit
On each of its turns while berserk, the golem attacks the points or fewer, roll a d6. On a 6, the golem goes berserk.
nearest creature it can see. If no creature is near enough to On each of its turns while berserk, the golem attacks the
move to and attack, the golem attacks an object, with nearest creature it can see. If no creature is near enough to
preference for an object smaller than itself. Once the golem move to and attack, the golem attacks an object, with
goes berserk, it continues to do so until it is destroyed or preference for an object smaller than itself. Once the golem
regains all its hit points. The golem’s creator, if within 60 goes berserk, it continues to do so until it is destroyed or
feet of the berserk golem, can try to calm it by speaking regains all its hit points.
.rmly and persuasively. The golem must be able to hear its Freeze. If the golem takes cold damage, it partially freezes;
creator, who must take an action to make a DC 15 until the end of its next turn its speed is reduced by 10 feet
Charisma (Persuasion) check. If the check succeeds, the and its armor class increases by 2.
golem ceases being berserk. If it takes damage while still at Immutable Form. The golem is immune to any spell or
40 hit points or fewer, the golem might go berserk again. effect that would alter its form.
Immutable Form. The golem is immune to any spell or Magic Resistance. The golem has advantage on saving
effect that would alter its form. throws against spells and other magical effects.
Magic Resistance. The golem has advantage on saving Magic Weapons. The golem’s weapon attacks are magical.
throws against spells and other magical effects. Mud Slide. The golem can burrow through mud or walk
Magic Weapons. The golem’s weapon attacks are magical. on top of mud without sinking. While doing so, the golem
Necrotic Absorption. Whenever the golem is subjected to doesn’t disturb the material it moves through. The golem
necrotic damage, it takes no damage and instead regains a ignores the effects of dif.cult terrain due to mud.
number of hit points equal to the necrotic damage dealt.
Act
ions
Act
ions Multiattack. The golem makes two slam attacks or one hug
Multiattack. The golem makes six melee attacks. attack.
Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 7 (1d6 + 4) slashing damage. target. Hit: 12 (2d6 + 5) bludgeoning damage.
Hug: Melee Weapon Attack: +8 to hit, reach 5 ft., one
27. Consultation Room creature. Hit: 22 (5d6 +5) bludgeoning damage and the
target is grappled (escape DC 18). Until the grapple ends,
the target takes 33 (8d6 +5) bludgeoning damage at the
beginning of each of its turns and the golem cannot use its
hug or slam attacks on another target.
67. Earth
Cas
tleAmb
er–60
Hal
fDragonChi
mera
Gre
ate
rMudGol
em This chimera has a blue, scaled body and a central head of a
Large construct, unaligned
blue dragon, Canked by the heads of a goat and a lion.
Armor Class 17 (natural armor)
Hit Points 157 (15d10 + 75)
Speed 30 ft, burrow (mud only) 40 ft. Hal
fDragonChi
mera
STR DEX CON INT WIS CHA Large monstrosity, neutral evil
22 (+6) 10 (+0) 20 (+5) 3 (-4) 8 (-1) 1 (-5) Armor Class 15 (natural armor)
Damage Immunities poison, psychic, bludgeoning, Hit Points 114 (12d10 + 48)
piercing, and slashing from nonmagical attacks that aren’t Speed 30 ft., Cy 60 ft.
adamantine STR DEX CON INT WIS CHA
Condition Immunities charmed, exhaustion, frightened, 19 (+4) 10 (+0) 19 (+4) 7 (-2) 14 (+2) 11 (+0)
paralyzed, petri.ed, poisoned Skills Perception +8
Senses darkvision 60 ft., passive Perception 9 Damage Resistances lightning
Languages understands the languages of its creator but Senses blindsight 10 ft., darkvision 60 ft, passive
cannot speak Perception 18
Challenge 10 (5,000xp) Languages Draconic
Berserk: Whenever the golem starts its turn with 70 hit Challenge 7 (2,900 xp)
points or fewer, roll a d6. On a 6, the golem goes berserk.
On each of its turns while berserk, the golem attacks the Act
ions
nearest creature it can see. If no creature is near enough to Multiattack. The chimera makes three attacks: one with its
move to and attack, the golem attacks an object, with bite, one with its horns, and one with its claws. When its
preference for an object smaller than itself. Once the golem .re breath is available, it can use the breath in place of its
goes berserk, it continues to do so until it is destroyed or bite or horns.
regains all its hit points. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Freeze. If the golem takes cold damage, it partially freezes; target. Hit: 13 (2d8 + 4) piercing damage.
until the end of its next turn its speed is reduced by 10 feet Horns. Melee Weapon Attack: +7 to hit, reach 5 ft., one
and its armor class increases by 2. target. Hit: 10 (1d12 + 4) bludgeoning damage.
Immutable Form. The golem is immune to any spell or Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one
effect that would alter its form. target. Hit: 11 (2d6 + 4) slashing damage.
Magic Resistance. The golem has advantage on saving Lightning Breath (Recharge 5–6). The dragon exhales
throws against spells and other magical effects. lightning in a 60-foot line that is 5 feet wide. Each creature
Magic Weapons. The golem’s weapon attacks are magical. in that line must make a DC 15 Dexterity saving throw,
Mud Slide. The golem can burrow through mud or walk taking 55 (10d10) lightning damage on a failed save, or half
on top of mud without sinking. While doing so, the golem as much damage on a successful one.
doesn’t disturb the material it moves through. The golem
ignores the effects of dif.cult terrain due to mud. 62. First Guardian
Act
ions
Multiattack. The golem makes two slam attacks or one hug
attack.
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one
target. Hit: 19 (3d8 + 6) bludgeoning damage.
Haste (Recharge 5–6). Until the end of its next turn, the
golem magically gains a +2 bonus to its AC, has advantage
on Dexterity saving throws, and can use its slam attack as a
bonus action.
Hug: Melee Weapon Attack: +10 to hit, reach 5 ft., one
creature. Hit: 39 (6d10 +6) bludgeoning damage and the
target is grappled (escape DC 18). Until the grapple ends,
the target takes 50 (8d10 +6) bludgeoning damage at the
beginning of each of its turns and the golem cannot use its
hug or slam attacks on another target.
Cas
tleAmb
er–61
Hydra
Thre
e-He
ade
dHydra
Huge monstrosity, unaligned
Armor Class 15 (natural armor)
Hit Points 126 (11d12 + 55)
Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 20 (+5) 2 (-5) 10 (+0) 7 (-2)
Skills Perception +6
Senses darkvision 60 ft, passive Perception 16
Languages –
Challenge 6 (2,300 xp)
Hold Breath. The hydra can hold its breath for 1 hour.
Multiple Heads. The hydra has three heads. While it has
more than one head, the hydra has advantage on saving
throws against being blinded, charmed, deafened,
frightened, stunned, and knocked unconscious. Whenever
the hydra takes 25 or more damage in a single turn, one of
its heads dies. If all its heads die, the hydra dies. At the
end of its turn, it grows two heads for each of its heads
that died since its last turn, unless it has taken .re damage
since its last turn. The hydra regains 10 hit points for each
head regrown in this way.
Reactive Heads. For each head the hydra has beyond one,
it gets an extra reaction that can be used only for
opportunity attacks.
Wakeful. While the hydra sleeps, at least one of its heads
is awake.
Act
ions
Multiattack. The hydra makes as many bite attacks as it has
heads.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one
target. Hit: 10 (1d10 + 5) piercing damage.
Cas
tleAmb
er–62
Vi
leHydra Ki
lle
rBe
eSwarm
Huge monstrosity, unaligned
Killer bees can reach three inches in length and can sting
Armor Class 17 (natural armor) repeatedly.
Hit Points 172 (15d12 + 75)
Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA
Ki
lle
rBe
eSwarm
Medium swarm of tiny beasts, unaligned
20 (+5) 12 (+1) 20 (+5) 2 (-5) 10 (+0) 7 (-2)
Damage Immunities Acid Armor Class 12
Skills Perception +8 Hit Points 27 (6d8)
Senses darkvision 60 ft, passive Perception 16 Speed 10 ft., climb 10 ft., Cy 30 ft.
Languages – STR DEX CON INT WIS CHA
Challenge 10 (5,900 xp) 3 (-4) 14 (+2) 10 (+0) 1 (-5) 8 (-1) 1 (-5)
Hold Breath. The hydra can hold its breath for 1 hour. Damage Resistances bludgeoning, piercing, slashing
Multiple Heads. The hydra has .ve heads. While it has Condition Immunities charmed, frightened, grappled,
more than one head, the hydra has advantage on saving paralyzed, petri.ed, prone, restrained, stunned
throws against being blinded, charmed, deafened, Senses blindsight 10 ft., passive Perception 9
frightened, stunned, and knocked unconscious. Whenever Languages –
the hydra takes 25 or more damage in a single turn, one of Challenge 1 (200 xp)
its heads dies. If all its heads die, the hydra dies. At the Swarm: The swarm can occupy another creature’s space
end of its turn, it grows two heads for each of its heads and vice versa, and the swarm can move through any
that died since its last turn, unless it has taken .re damage opening large enough for a Tiny insect. The swarm can’t
since its last turn. The hydra regains 10 hit points for each regain hit points or gain temporary hit points.
head regrown in this way.
Reactive Heads. For each head the hydra has beyond one, Act
ions
it gets an extra reaction that can be used only for Stings. Melee Weapon Attack: +4 to hit, reach 0 ft., one tar-
opportunity attacks. get in the swarm’s space. Hit: 15 (6d4) piercing damage
Vitriolic Reaction. If the hydra loses a head, its acid spit and 7 (2d6) poison damage, or 7 (3d4) piercing damage
recharges. and 3 (1d6) poison damage if the swarm has half of its hit
Wakeful. While the hydra sleeps, at least one of its heads points or fewer.
is awake.
Act
ions
29. Reliquary Storage
Multiattack. The hydra makes as many bite attacks as it has
heads. If it can use its acid spit, it can substitute it for one of
the bite attacks.
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one
target. Hit: 14 (2d8 + 5) piercing damage and 7 (2d6) acid
damage.
Acid Spit (Recharge 5–6). The hydra spits acid at a point it
can see within 40 feet of it. Each creature within 10 feet of
the point of impact must make a DC 16 Dexterity saving
throw, taking 21 (6d6) acid damage on a failed save, or half
as much damage on a successful one.
Cas
tleAmb
er–63
Ki
lle
rTre
e
Killer trees can look like a variety of tree species, as they Li
vingSt
atue
gradually change to match their surroundings over days. In Living statues are animated sculptures. They may take any
an encounter, they are functionally immobile, but they can form, but are often humanoid.
slowly crawl across the forest Coor, covering about 10 feet
per hour.
Ki
lle
rTre
e
Huge plant, unaligned
Armor Class 15 (natural armor)
Hit Points 95 (10d12+30)
Speed 0 ft
STR DEX CON INT WIS CHA
19 (+4) 8 (-1) 17 (+3) 4 (-3) 13 (+1) 7 (-2)
Damage Vulnerabilities .re
Damage Resistances bludgeoning, piercing
Skills Perception +4 Stealth +2
Senses passive Perception 14
Languages –
Challenge 5 (1,800 xp)
False Appearance. While the tree remains motionless, it
is indistinguishable from a normal tree.
Tentacle Branches. The tree can have up to four
tentacles at a time. Each tentacle can be attacked (AC
15; 18 hit points; immunity to poison and psychic
damage). Destroying a tentacle deals no damage to the
tree, which will eventually regrow it. A tentacle can also
be broken if a creature takes an action and succeeds on
a DC 20 Strength check against it.
Act
ions
Multiattack: The tree makes four attacks with its
tentacles, uses Reel, and makes one attack with its bite.
Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 22 (4d8 + 4) piercing damage and the target
must make a DC 15 Constitution saving throw or be
Stunned for one round.
Tendril: Melee Weapon Attack: +7 to hit, reach 20 ft.,
one creature. Hit: The target is grappled (escape DC
15). Until the grapple ends, the target is restrained and
the tree can’t use the same tentacle on another target.
Reel: The tree pulls each creature grappled by it up to
15 feet straight toward it.
Cas
tleAmb
er–64
Amb
erLi
vingSt
atue Cr
yst
alLi
vingSt
atue
Medium construct, unaligned Medium construct, unaligned
Armor Class 17 (natural armor) Armor Class 17 (natural armor)
Hit Points 52 (8d8 +16) Hit Points 45 (7d8 +14)
Speed 30 ft Speed 40 ft
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 13 (+1) 15 (+2) 1 (-5) 3 (-4) 1 (-5) 14 (+2) 14 (+2) 15 (+2) 1 (-5) 3 (-4) 1 (-5)
Damage Immunities poison, psychic Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, paralyzed, petri.ed, poisoned exhaustion, frightened, paralyzed, petri.ed, poisoned
Senses blindsight 60 ft. (blind beyond this radius), Senses blindsight 60 ft. (blind beyond this radius),
passive Perception 6 passive Perception 6
Languages – Languages –
Challenge 2 (450 xp) Challenge 2 (450 xp)
Antimagic Susceptibility. The statue is incapacitated Antimagic Susceptibility. The statue is incapacitated
while in the area of an antimagic .eld. If targeted by while in the area of an antimagic .eld. If targeted by
dispel magic, the armor must succeed on a Constitution dispel magic, the armor must succeed on a Constitution
saving throw against the caster’s spell save DC or fall saving throw against the caster’s spell save DC or fall
unconscious for 1 minute. unconscious for 1 minute.
False Appearance. While the statue remains motionless, Flowing Movement. Crystal living statues are often
it is indistinguishable from a normal statue. designed to perform speci.c dances. When dancing,
they use Dexterity for checks and have advantage on
Act
ions Dexterity (Performance) checks.
Touch of Chaos. Melee Weapon Attack: +4 to hit, reach False Appearance. While the statue remains motionless,
5 ft., one target. Hit: Roll 1d6 to determine the effect: it is indistinguishable from a normal statue.
1 bless (as the spell) Shard Blast. As a reaction when the statue is .rst
2 bane (as the spell) reduced to less than one half of its maximum hit points,
3 3esh to stone (as the spell) it may spray shattered crystal shards in a 10 ft. radius.
4 magical gift (see below) Each creature in that area must make a DC 12 Dexterity
5 enhance ability saving throw, taking 18 (4d8) piercing damage on a
(as the spell, ability chosen randomly) failed save, or half as much damage on a successful one.
6 contagion (as the spell)
Spell save DC 12, durations are permanent unless Act
ions
dispelled or otherwise magically reversed. Multiattack. The statue makes two melee attacks.
The magical gift will be one of the following (roll 1d8): Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one
1 Brooch of Shielding, DMG p. 156 target. Hit: 6 (1d8 + 2) bludgeoning damage.
2 Chime of Opening, DMG p. 158
3 Driftglobe, DMG p. 166 Random Encounters – Castle Amber
4 Figurine of Wondrous Power – Amber Phoenix
(See Appendix D: New Items)
5 Medallion of Thoughts, DMG p. 181
6 Periapt of Health, DMG p. 184
7 Ring of Warmth, DMG p. 193
8 Stone of Good Luck, DMG p.205
Cas
tleAmb
er–65
I
ronLi
vingSt
atue Roc
kLi
vingSt
atue
Medium construct, unaligned Medium construct, unaligned
Armor Class 16 (natural armor) Armor Class 17 (natural armor)
Hit Points 68 (8d8 +32) Hit Points 85 (10d8 +40)
Speed 20 ft Speed 20 ft
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 9 (-1) 19 (+4) 1 (-5) 3 (-4) 1 (-5) 19 (+4) 10 (+0) 19 (+4) 1 (-5) 3 (-4) 1 (-5)
Damage Immunities poison, psychic Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, paralyzed, petri.ed, poisoned exhaustion, frightened, paralyzed, petri.ed, poisoned
Senses blindsight 60 ft. (blind beyond this radius), Senses blindsight 60 ft. (blind beyond this radius),
passive Perception 6 passive Perception 6
Languages – Languages –
Challenge 3 (700xp) Challenge 4 (1,100xp)
Antimagic Susceptibility. The statue is incapacitated Antimagic Susceptibility. The statue is incapacitated
while in the area of an antimagic .eld. If targeted by while in the area of an antimagic .eld. If targeted by
dispel magic, the armor must succeed on a Constitution dispel magic, the armor must succeed on a Constitution
saving throw against the caster’s spell save DC or fall saving throw against the caster’s spell save DC or fall
unconscious for 1 minute. unconscious for 1 minute.
False Appearance. While the statue remains motionless, False Appearance. While the statue remains motionless,
it is indistinguishable from a normal statue. it is indistinguishable from a normal statue.
Absorb Metal. As a reaction when the statue struck with
a nonmagical metal weapon, it can absorb the weapon Act
ions
and hold it fast. The statue takes normal damage from Multiattack. The statue makes two melee attacks.
the attack, but the attacker must make a DC 14 Strength Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one
saving throw. On a failed save, the weapon is stuck target. Hit: 9 (1d10 + 4) bludgeoning damage.
inside the statue and wrenched from the attacker’s grip. Lava Splash (Recharge 5-6). The statue sprays molten
The weapon cannot be removed unless the statue is rock from its .ngertips in a 15ft cone. Each creature in
slain. that area must make a DC 14 Dexterity saving throw,
taking 36 (8d8) .re damage on a failed save, or half as
Act
ions much damage on a successful one.
Multiattack. The statue makes two melee attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one Random Encounters – Castle Amber
target. Hit: 9 (1d10 + 4) bludgeoning damage.
Cas
tleAmb
er–66
Lup
in
Lupins are humanoids with human-like bodies and dog-like
Lup
inLance
r
Medium humanoid (lupin), neutral good
heads. They are covered in fur and live in tribal groups. In
Eberron, they can be found in the Eldeen Reaches, but there Armor Class 16 (scale armor and shield)
is some speculation that they are not native to Khorvaire. Hit Points 45 (7d8 +14)
Lupins will sometimes ride trained dire wolves. Speed 40 ft
STR DEX CON INT WIS CHA
14 (+2) 13 (+1) 14 (+2) 10 (+0) 14 (+2) 12 (+1)
Lup
in Skills Perception +4
Medium humanoid (lupin), neutral good
Senses darkvision 60 ft., passive Perception 14
Armor Class 13 (studded leather armor) Languages Common, Lupin
Hit Points 22 (4d8 +4) Challenge 2 (450xp)
Speed 40 ft
Keen Smell. The lupin has advantage on Wisdom
STR DEX CON INT WIS CHA (Perception) checks that rely on smell.
12 (+1) 13 (+1) 12 (+1) 10 (+0) 14 (+2) 12 (+1) Pack Tactics. The lupin has advantage on attack rolls
Skills Perception +4 against a creature if at least one of the lupin’s allies is
Senses darkvision 60 ft., passive Perception 14 within 5 feet of the creature and the ally isn’t
Languages Common, Lupin incapacitated.
Challenge ½ (100xp) Zealous Strike (Recharge 6). The lupin can deal an extra
Keen Smell. The lupin has advantage on Wisdom 7 (2d6) damage on an attack.
(Perception) checks that rely on smell. Wolfrider. If the lupin is riding a dire wolf, the lupin can
Pack Tactics. The lupin has advantage on attack rolls use a bonus action to order the wolf to take an attack on
against a creature if at least one of the lupin’s allies is its turn.
within 5 feet of the creature and the ally isn’t Charge. If the lupin is riding a dire wolf and moves at
incapacitated. least 20 feet straight towards a target and then hits with
Zealous Strike (1/Day). The lupin can deal an extra 7 its lance attack on the same turn, the target takes an
(2d6) damage on an attack. extra 4 (1d8) damage. If the target is a medium or
smaller creature, it must make a DC 12 Strength saving
Act
ions throw or be knocked prone.
Spear. Melee or Ranged Weapon Attack: +3 to hit, reach Actions
5 ft. or range 20/60 ft., one target. Hit: 4 (1d6+1) Lance. Melee Weapon Attack: +4 to hit, reach 10 ft.,
piercing damage, or 5 (1d8+1) piercing damage if used one target. Hit: 8 (1d12+2) piercing damage.
with two hands to make a melee attack. Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Longsword. Melee Weapon Attack: +3 to hit, reach 5 target. Hit: 5 (1d6+2) bludgeoning damage.
ft. , one target. Hit: 5 (1d8+1) slashing damage or 6
(1d10+1) slashing damage if used in two hands. 20. The Wild Hunt
Cas
tleAmb
er–67
Lup
inChamp
ion
Medium humanoid (lupin), neutral good
Armor Class 16 (scale armor)
Hit Points 67 (9d8 +27)
Speed 40 ft
STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 11 (+0) 15 (+2) 15 (+2)
Skills Perception +4
Senses darkvision 60 ft., passive Perception 14
Languages Common, Lupin
Challenge 3 (700xp)
Keen Smell. The lupin has advantage on Wisdom
(Perception) checks that rely on smell.
Pack Tactics. The lupin has advantage on attack rolls
against a creature if at least one of the lupin’s allies is
within 5 feet of the creature and the ally isn’t
incapacitated.
Zealous Strike (Recharge 5-6). The lupin can deal an
extra 7 (2d6) damage on an attack.
War Howl (1/Day). As a bonus action, the lupin lets
loose a howl. All enemies within 30 ft who can hear the
lupin and are not immune to the frightened condition
must make a DC 12 Wisdom saving throw or be at
disadvantage on all attack rolls until the end of the
lupin’s next turn.
Act
ions
Multiattack. The lupin makes two melee weapon
attacks.
Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft.
, one target. Hit: 10 (2d6+3) slashing damage.
Cas
tleAmb
er–68
Mage
n
Magen are variant Cesh golems that have been given basic
Cal
dronMage
nDi
ssol
ver
Medium construct, neutral
sentience. In Eberron, they were early prototypes of the
warforged, but proved far too expensive and slow to produce. Armor Class 14 (natural armor)
Despite their intelligence, magen are not truly alive like Hit Points 105 (10d8 +40)
warforged and, while they are capable of independently Speed 30 ft
interpreting directives, they do not have true free will. STR DEX CON INT WIS CHA
When a magen dies, its body bursts into Came and dissolves 19 (+4) 13 (+1) 18 (+4) 7 (-2) 10 (+0) 7 (-2)
into smoke. There are a variety of different sorts of magen: Damage Resistances poison, bludgeoning
deimos magen are the most basic sort, appearing almost like Damage immunities acid
normal humans. Caldron magen are .lled with acidic ichor Condition Immunities charmed, exhaustion,
and can stretch their limbs up to twenty feet. Galvan magen frightened, paralyzed, petri.ed
can store and release electricity. Hypnos magen were a Senses passive Perception 10
failed attempt to give magen free will by making them Languages Common
psychically active. They do have psychic abilities, but they Challenge 4 (1,100xp)
typically lack the initiative to do so unless following orders. Explosive Dissolution. When the magen reaches 0 hit
points, it explodes and dies. Each creature within 5 feet
must succeed at a DC 13 Dexterity saving throw or take
Cal
dronMage
n 5 (2d4) .re damage and 7 (2d6) acid damage.
Medium construct, neutral Grappler. The magen has advantage on attack rolls
against any creature grappled by it.
Armor Class 13 (natural armor)
Long step. The magen can take a 20 ft. step as a bonus
Hit Points 60 (8d8 +24)
action.
Speed 30 ft
Spew acid (Recharge 5-6). The magen squirts acid in a
STR DEX CON INT WIS CHA 10 foot line that is 5 feet wide. Each creature in that line
15 (+2) 13 (+1) 17 (+3) 7 (-2) 10 (+0) 7 (-2) must make a DC 14 Dexterity saving throw, taking 22
Damage Resistances poison, bludgeoning (5d8) acid damage on a failed save or half damage on a
Damage immunities acid successful save.
Condition Immunities charmed, exhaustion,
frightened, paralyzed, petri.ed Act
ions
Senses passive Perception 10 Multiattack. The magen makes two slam attacks or one
Languages Common slam attack and one wrap attack..
Challenge 2 (450xp) Slam. Melee Weapon Attack: +4 to hit, reach 10 ft., one
Explosive Dissolution. When the magen reaches 0 hit target. Hit:11 (2d6 + 4) bludgeoning damage.
points, it explodes and dies. Each creature within 5 feet Wrap: Melee Weapon Attack: +7 to hit, reach 15 ft., one
must succeed at a DC 13 Dexterity saving throw or take creature. Hit: The target is grappled (escape DC 14).
5 (2d4) .re damage and 7 (2d6) acid damage. Until the grapple ends, the target takes 7 (2d6) acid
Grappler. The magen has advantage on attack rolls damage at the beginning of each of its turns.
against any creature grappled by it.
Long step. The magen can take a 20 ft. step as a bonus Random Encounters – Castle Amber, 49. Magen Vats
action.
Act
ions
Slam. Melee Weapon Attack: +4 to hit, reach 10 ft., one
target. Hit: 9 (2d6 + 2) bludgeoning damage.
Wrap: Melee Weapon Attack: +7 to hit, reach 15 ft., one
creature. Hit: The target is grappled (escape DC 14).
Until the grapple ends, the target takes 7 (2d6) acid
damage at the beginning of each of its turns.
Cas
tleAmb
er–69
De
mosMage
n De
mosMage
nPugi
lis
t
Medium construct, neutral Medium construct, neutral
Armor Class 12 (natural armor) Armor Class 13 (natural armor)
Hit Points 37 (5d8 +15) Hit Points 52 (7d8 +21)
Speed 30 ft Speed 30 ft
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 17 (+3) 7 (-2) 10 (+0) 7 (-2) 16 (+3) 12 (+1) 17 (+3) 7 (-2) 10 (+0) 7 (-2)
Damage Resistances poison, bludgeoning Damage Resistances poison, bludgeoning
Condition Immunities charmed, exhaustion, Condition Immunities charmed, exhaustion,
frightened, paralyzed, petri.ed frightened, paralyzed, petri.ed
Senses passive Perception 10 Senses passive Perception 10
Languages Common Languages Common
Challenge 1 (100xp) Challenge 2 (450xp)
Explosive Dissolution. When the magen reaches 0 hit Explosive Dissolution. When the magen reaches 0 hit
points, it explodes and dies. Each creature within 5 feet points, it explodes and dies. Each creature within 5 feet
must succeed at a DC 13 Dexterity saving throw or take must succeed at a DC 13 Dexterity saving throw or take
5 (2d4) .re damage. 5 (2d4) .re damage.
Flurry. When the magen hits with a slam attack, it can
Act
ions use its bonus action to make an extra slam attack.
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Light on its Feet. When the magen misses with a slam
target. Hit: 7 (2d4 + 2) bludgeoning damage.
attack, it can use its bonus action to take the Dodge
action.
Random Encounters – Castle Amber, 49. Magen Vats Act
ions
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 8 (2d4 + 3) bludgeoning damage.
De
mosMage
nHal
berdi
er
Medium construct, neutral
2. The Grand Salon
Armor Class 18 (plate armor)
Hit Points 37 (5d8 +15)
Speed 30 ft
STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 17 (+3) 7 (-2) 10 (+0) 7 (-2)
Damage Resistances poison, bludgeoning
Condition Immunities charmed, exhaustion,
frightened, paralyzed, petri.ed
Senses passive Perception 10
Languages Common
Challenge 1 (100xp)
Explosive Dissolution. When the magen reaches 0 hit
points, it explodes and dies. Each creature within 5 feet
must succeed at a DC 13 Dexterity saving throw or take
5 (2d4) .re damage.
Act
ions
Halberd. Melee Weapon Attack: +4 to hit, reach 10 ft.,
one target. Hit: 7 (1d10 + 2) slashing damage.
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 7 (2d4 + 2) bludgeoning damage.
Cas
tleAmb
er–70
Gal
vanMage
n Gal
vanMage
nSt
ormBat
ter
y
Medium construct, neutral Medium construct, neutral
Armor Class 16 (natural armor) Armor Class 18 (natural armor)
Hit Points 65 (10d8 +20) Hit Points 90 (12d8 +36)
Speed 30 ft Speed 40 ft
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 14 (+2) 10 (+0) 11 (+0) 10 (+0) 14 (+2) 17 (+3) 16 (+3) 10 (+0) 11 (+0) 10 (+0)
Damage Resistances poison, bludgeoning Damage Resistances poison, bludgeoning
Damage immunities lightning Damage immunities lightning
Condition Immunities charmed, exhaustion, Condition Immunities charmed, exhaustion,
frightened, paralyzed, petri.ed frightened, paralyzed, petri.ed
Senses passive Perception 10 Senses passive Perception 10
Languages Common Languages Common
Challenge 3 (700xp) Challenge 5 (1,800xp)
Explosive Dissolution. When the magen reaches 0 hit
Explosive Dissolution. When the magen reaches 0 hit
points, it explodes and dies. Each creature within 5 feet
points, it explodes and dies. Each creature within 5 feet
must succeed at a DC 13 Dexterity saving throw or take
must succeed at a DC 14 Dexterity saving throw or take
5 (2d4) .re damage and 7 (2d6) lightning damage.
5 (2d4) .re damage and 10 (3d6) lightning damage.
Static shock. A melee weapon does extra lightning dam- Static shock. A melee weapon does extra lightning dam-
age when the magen attacks with it (included in the at- age when the magen attacks with it (included in the at-
tack). tack).
Act
ions Act
ions
Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one Multiattack. The magen makes two melee weapon
target. Hit: 5 (1d6 + 2) bludgeoning damage and 10 attacks.
(3d6) lightning damage. Mace. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Zap (Recharge 5-6). The magen releases a bolt of target. Hit: 5 (1d6 + 2) bludgeoning damage and 14
lightning in a 60 ft line. Each creature in that area must (4d6) lightning damage.
make a DC 12 Dexterity saving throw, taking 22 (5d8) Zap (Recharge 5-6). The magen releases a bolt of
lightning damage on a failed save, or half as much lightning in a 60 ft line. Each creature in that area must
damage on a successful one. make a DC 14 Dexterity saving throw, taking 36 (8d8)
lightning damage on a failed save, or half as much
Random Encounters – Castle Amber, 49. Magen Vats damage on a successful one.
Re
acti
ons
Battery powered. If the magen is subjected to lightning
damage, it takes no damage and may immediately use
its Zap ability as a reaction.
Cas
tleAmb
er–71
Hyp
nosMage
n Mi
dasSqui
rre
l
Medium construct, neutral
Midas squirrels are creatures of Thelanis, and cannot live
Armor Class 15 (natural armor) outside of Thelanis or its manifest zones. Within these
Hit Points 78 (12d8 +24) environs, they have the ability to transform acorns to gold,
Speed 30 ft and they must then eat these golden acorns to survive.
STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 14 (+2) 14 (+2) 13 (+1) 16 (+3)
Damage Resistances poison, bludgeoning Mi
dasSqui
rre
l
Damage immunities psychic Tiny beast, unaligned
Condition Immunities charmed, exhaustion,
Armor Class 13
frightened, paralyzed, petri.ed
Hit Points 1 (1d4 - 1)
Senses passive Perception 11
Speed 40 ft Climb 40 ft.
Languages Common, telepathy 120 ft
Challenge 5 (1,800xp) STR DEX CON INT WIS CHA
Explosive Dissolution. When the magen reaches 0 hit 2 (-4) 16 (+3) 9 (-1) 2 (-4) 12 (+1) 6 (-2)
points, it explodes and dies. Each creature within 5 feet Senses Perception 11
must succeed at a DC 13 Dexterity saving throw or take Languages –
5 (2d4) .re damage. Challenge 0 (10 xp)
Innate Spellcasting: The magen’s innate spellcasting
Act
ions
ability is Charisma (spell save DC 12). The magen can
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one
innately cast the following spells, requiring no material
target. Hit: 1 piercing damage.
components:
• 3/day each: detect thoughts, hold person,
shield, suggestion 19. King Midas’ Acorns
• 1/day each: confusion, hypnotic pattern
Act
ions
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 5 (1d6 + 2) slashing damage
Mind Spike (Recharge 4-6). One creature the magen
can see must succeed on a DC 13 Intelligence saving
throw or take 18 (4d8) psychic damage and be stunned
for 1 round. A creature that succeeds on the save takes
half damage and is not stunned.
Dominate (3/Day). The magen targets one humanoid it
can see within 30 feet of it. The target must succeed on a
DC 13 Wisdom saving throw or be magically charmed
by the magen for one hour or until the magen stops
concentrating. The charmed target is under the magen’s
control and can’t take reactions, and the magen and the
target can communicate telepathically with each other
over any distance. Whenever the charmed target takes
damage, the target can repeat the saving throw. On a
success, the effect ends.
Cas
tleAmb
er–72
Sal
amande
r
Innate Spellcasting: The salamander’s innate spellcasting
Sal
amande
rNobl
e ability is Charisma (spell save DC 13). The salamander can
Large elemental, neutral evil
innately cast the following spells, requiring no material
Armor Class 15 (natural armor)
components:
Hit Points 102 (12d10 + 36)
• 3/day each: burning hands, 3aming sphere
Speed 30 ft
• 1/day each: conjure elemental (fire elemental only),
STR DEX CON INT WIS CHA 1reball, wall of 1re
20 (+5) 14 (+2) 17 (+3) 15 (+2) 14 (+2) 15 (+2)
Damage Vulnerabilities cold Act
ions
Damage Resistances bludgeoning, piercing, and slashing Multiattack. The salamander makes three attacks: two with
from nonmagical attacks its glaive and one with its tail.
Damage immunities .re Glaive. Melee Weapon Attack: +8 to hit, reach 10 ft., one
Senses darkvision 60 ft., passive Perception 12 target. Hit: 16 (2d10 + 5) piercing damage, plus 3 (1d6) .re
Languages Ignan, Common damage.
Challenge 7 (2,900xp) Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one
Heated Body. A creature that touches the salamander or hits target. Hit: 12 (2d6 + 5) bludgeoning damage plus 7 (2d6)
it with a melee attack while within 5 feet of it takes 7 (2d6) .re damage, and the target is grappled (escape DC 16). Until
.re damage. this grapple ends, the target is restrained, the salamander
Heated Weapons. Any metal melee weapon the salamander can automatically hit the target with its tail, and the
wields deals an extra 3 (1d6) .re damage on a hit (included salamander can’t make tail attacks against other targets.
in the attack).
63. Fire
Cas
tleAmb
er–73
Se
aTe
rror
A sea terror is an aquatic monstrosity that resembles a large
Gi
antSe
aTe
rror
Huge monstrosity, unaligned
shark with powerful tentacles arrayed around its maw.
Armor Class 16 (natural armor)
Hit Points 150 (12d12 + 72)
Se
aTe
rror Speed 0 ft, swim 60 ft
Large monstrosity, unaligned STR DEX CON INT WIS CHA
Armor Class 16 (natural armor) 24 (+7) 12 (+1) 22 (+6) 5 (-3) 12 (+1) 8 (-1)
Hit Points 115 (11d10 + 55)
Speed 0 ft, swim 60 ft Skills Perception +5 Stealth +5
STR DEX CON INT WIS CHA Senses blindsight 60 ft., darkvision 120 ft., passive
21 (+5) 12 (+1) 20 (+5) 5 (-3) 12 (+1) 8 (-1) Perception 15
Skills Perception +4 Stealth +4 Languages Understands Sahuagin but cannot speak
Senses blindsight 60 ft., darkvision 120 ft., passive Challenge 10 (5,900xp)
Perception 14 Blood Frenzy. The sea terror has advantage on melee
Languages Understands Sahuagin but cannot speak attack rolls against any creature that doesn’t have all its
Challenge 7 (2,900xp) hit points.
Blood Frenzy. The sea terror has advantage on melee Deadly Maw. If the sea terror hits a target with its
attack rolls against any creature that doesn’t have all its tentacle attack, it can spend a bonus action to make a
hit points. bite attack against that target.
Savage Rending. Any hit the sea terror scores with its Savage Rending. Any hit the sea terror scores with its
bite attack against a creature it has restrained is a critical bite attack against a creature it has restrained is a critical
hit. hit.
Water Breathing. The sea terror can breathe only Water Breathing. The sea terror can breathe only
underwater. underwater.
Act
ions Act
ions
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one
target. Hit: 22 (5d6 + 5) piercing damage. target. Hit: 34 (5d10 + 7) piercing damage.
Tentacles. Melee Weapon Attack: +8 to hit, reach 15 ft., Tentacles. Melee Weapon Attack: +11 to hit, reach 15
one target. Hit: 10 (2d6 + 5) bludgeoning damage. If the ft., one target. Hit: 18 (2d10 + 7) bludgeoning damage.
target is a creature, it is grappled (escape DC 16). Until If the target is a creature, it is grappled (escape DC 18).
this grapple ends, the target is restrained, and the sea Until this grapple ends, the target is restrained, and the
terror can’t use its tentacles on another target. sea terror can’t use its tentacles on another target.
Cas
tleAmb
er–74
Sl
imeWorm
Slime worms are enormous worm-like creatures that
Sl
imeWorm,
Amp
his
bae
na
Huge monstrosity, unaligned
specialize in ambushing their prey. The amphisbaena slime
worm is a bizarre version with a head at either end. Armor Class 16 (natural armor)
Hit Points 179 (16d12+75)
Speed 20 ft, burrow 10 ft
Sl
imeWorm STR DEX CON INT WIS CHA
Huge monstrosity, unaligned 21 (+5) 10 (+0) 20 (+5) 1 (-5) 9 (-1) 4 (-3)
Armor Class 16 (natural armor) Skills Stealth +3
Hit Points 126 (11d12+55) Senses blindsight 30 ft., tremorsense 60 ft., passive
Speed 20 ft, burrow 10 ft Perception 19
STR DEX CON INT WIS CHA Languages –
21 (+5) 10 (+0) 20 (+5) 1 (-5) 8 (-1) 4 (-3) Challenge 11 (3,900xp)
Skills Stealth +3 Camou=age. The slime worm is covered with a sticky
Senses blindsight 30 ft., tremorsense 60 ft., passive slime that allows it to bind loose objects to its back. If it
Perception 19 is resting in an area where it is surrounded by similar
Languages – material, it has advantage on Dexterity (Stealth) checks.
Challenge 8 (3,900xp)
Camou=age. The slime worm is covered with a sticky
Act
ions
Multiattack. The worm makes two bite attacks.
slime that allows it to bind loose objects to its back. If it
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one
is resting in an area where it is surrounded by similar
target. Hit: 15 (3d6 + 5) piercing damage. If the target is
material, it has advantage on Dexterity (Stealth) checks.
a Medium or smaller creature, it must succeed on a DC
Act
ions 15 Dexterity saving throw or be swallowed by the
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one worm. A swallowed creature is blinded and restrained, it
target. Hit: 15 (3d6 + 5) piercing damage. If the target is has total cover against attacks and other effects outside
a Medium or smaller creature, it must succeed on a DC the worm, and it takes 17 (5d6) acid damage at the start
15 Dexterity saving throw or be swallowed by the of each of the worm’s turns.
worm. A swallowed creature is blinded and restrained, it If the worm takes 25 damage or more on a single turn
has total cover against attacks and other effects outside from a creature inside it, the worm must succeed on a
the worm, and it takes 17 (5d6) acid damage at the start DC 21 Constitution saving throw at the end of that turn
of each of the worm’s turns. or regurgitate all swallowed creatures, which fall prone
If the worm takes 20 damage or more on a single turn in a space within 10 feet of the worm. If the worm dies,
from a creature inside it, the worm must succeed on a a swallowed creature is no longer restrained by it and
DC 21 Constitution saving throw at the end of that turn can escape from the corpse by using 20 feet of
or regurgitate all swallowed creatures, which fall prone movement, exiting prone.
in a space within 10 feet of the worm. If the worm dies,
a swallowed creature is no longer restrained by it and 51. Lair of the Great Worm
can escape from the corpse by using 20 feet of
movement, exiting prone.
Cas
tleAmb
er–75
Tab
axi
Tabaxi are feline humanoids. Rules for tabaxi PCs can be
TabaxiFl
ameZe
alot
Medium humanoid (tabaxi), chaotic neutral
found in Volo’s Guide to Monsters.
Armor Class 16 (leather armor +1)
Hit Points 65 (10d8 +20)
Tab
axiDe
vote
e Speed 30 ft Climb 20 ft.
Medium humanoid (tabaxi), chaotic neutral
STR DEX CON INT WIS CHA
Armor Class 14 (leather armor) 12 (+1) 18 (+4) 14 (+2) 11 (+0) 13 (+1) 17 (+3)
Hit Points 22 (5d8) Skills Acrobatics +6 Perception +4 Performance +5
Speed 30 ft Climb 20 ft. Stealth +6
STR DEX CON INT WIS CHA Senses darkvision 60 ft., passive Perception 14
11 (+0) 16 (+3) 11 (+0) 11 (+0) 12 (+1) 15 (+2) Languages Common, Sylvan
Skills Acrobatics +5 Perception +3 Performance +4 Challenge 4 (1,100xp)
Stealth +5 Mobility. The tabaxi gains +4 AC against opportunity
Senses darkvision 60 ft., passive Perception 13 attacks.
Languages Common, Sylvan Reckless. At the start of its turn, the tabaxi can gain
Challenge 1 (100xp) advantage on all melee weapon attack rolls during that
Reckless. At the start of its turn, the tabaxi can gain turn, but attack rolls against it have advantage until the
advantage on all melee weapon attack rolls during that start of its next turn.
turn, but attack rolls against it have advantage until the Burst of speed (1/day). The tabaxi may Dash as a bonus
start of its next turn. action.
Burst of speed (1/day). The tabaxi may Dash as a Sneak Attack: Once per turn, the tabaxi deals an extra
bonus action. 14 (4d6) damage when it hits a target with a weapon
Sneak Attack: Once per turn, the tabaxi deals an extra attack and has advantage on the attack roll, or when
7 (2d6) damage when it hits a target with a weapon the target is within 5 feet of an ally of the tabaxi that
attack and has advantage on the attack roll, or when isn’t incapacitated and the tabaxi doesn’t have
the target is within 5 feet of an ally of the tabaxi that disadvantage on the attack roll.
isn’t incapacitated and the tabaxi doesn’t have
disadvantage on the attack roll. Act
ions
Multiattack. The tabaxi makes three iron claw attacks.
Act
ions Iron claw. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Multiattack. The tabaxi makes three iron claw attacks. one target. Hit: 6 (1d6 + 3) slashing damage.
Iron claw. Melee Weapon Attack: +5 to hit, reach 5 ft., Reactions
one target. Hit: 6 (1d6 + 3) slashing damage. Burning Claw. When the tabaxi takes damage from a
melee attack, she may immediately make an iron claw
Random Encounters – Castle Amber, 3. Study, 9. Bedroom (Richard’s attack against her attacker. If it hits, this attack does an
Den), 20. The Wild Hunt additional 9 (2d8) .re damage.
Cas
tleAmb
er–76
Tab
axiDre
ams
eeke
r
Medium humanoid (tabaxi), chaotic neutral
Armor Class 17 (mage armor)
Hit Points 90 (12d8 +36)
Speed 30 ft Climb 20 ft.
STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 16 (+3) 13 (+1) 14 (+2) 19 (+4)
Skills Acrobatics +6 Arcana +3 Perception +3
Performance +6 Stealth +6
Senses darkvision 60 ft., passive Perception 14
Languages Common, Sylvan
Challenge 5 (1,800xp)
Mobility. The tabaxi gains +4 AC against opportunity
attacks.
Burst of speed (1/day). The tabaxi may Dash as a
bonus action.
Spellcasting. The tabaxi is a 9th-level spellcaster. Her
spellcasting ability is Charisma (Spell save DC 16, +7
to hit with spell attacks). She knows the following
sorcerer spells:
Cantrips (at will): dancing lights, green 3ame
blade, mage hand, minor illusion, ray of frost
1st-level (4 slots): disguise self, mage armor, magic
missile
2nd-level (3 slots): mirror image, misty step,
phantasmal force
3rd-level (3 slots): blink, lightning bolt
4th-level (3 slots): sickening radiance
5th-level (1 slot): cone of cold
Act
ions
Multiattack. The tabaxi makes two iron claw attacks.
Iron claw. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 6 (1d6 + 3) slashing damage.
Re
act
ions
Defensive casting. When the tabaxi is hit by a weapon
attack, she may cast a cantrip with the attacker as the
target.
Luck Manipulation (2/Day). The tabaxi may use her
reaction to give advantage or disadvantage to an attack
roll, ability check, or saving throw of anyone she can
see.
Cas
tleAmb
er–77
Troar
Thoul Large monstrosity, unaligned
Armor Class 16 (natural armor)
Thouls are hobgoblins who have been magically enhanced Hit Points 105 (10d10+50)
with traits of ghouls and trolls. Visually, they are usually Speed 40 ft
indistinguishable from hobgoblins. STR DEX CON INT WIS CHA
20 (+5) 13 (+1) 20 (+5) 2 (-4) 12 (+1) 4 (-3)
Skills Perception +3
Thoul Senses darkvision 60 ft., passive Perception 11
Medium humanoid (goblinoid), neutral evil Languages –
Armor Class 13 (hide armor) Challenge 6 (1,100xp)
Hit Points 26 (5d8 +8) Keen Smell. The troar has advantage on Wisdom
Speed 30 ft (Perception) checks that rely on smell.
STR DEX CON INT WIS CHA Regeneration. The troar regains 10 hit points at the start
14 (+2) 12 (+1) 15 (+2) 9 (-1) 10 (+0) 7 (-2) of its turn. If the troar takes acid or .re damage, this
Senses darkvision 60 ft., passive Perception 10 trait doesn’t function at the start of the troar’s next turn.
Languages Common, Goblin The troar dies only if it starts its turn with 0 hit points
Challenge 2 (450xp) and doesn’t regenerate.
Charge. If the troar moves at least 20 feet straight
Keen Smell. The thoul has advantage on Wisdom
toward a target and then hits it with a tusk attack on the
(Perception) checks that rely on smell.
same turn, the target takes an extra 7 (2d6) slashing
Regeneration. The thoul regains 5 hit points at the start
damage. If the target is a creature, it must succeed on a
of its turn. If the thoul takes acid or .re damage, this trait
DC 18 Strength saving throw or be knocked prone.
doesn’t function at the start of the thoul’s next turn. The
Reckless: At the start of its turn, the troar can gain
thoul dies only if it starts its turn with 0 hit points and
advantage on all melee weapon attack rolls it makes
doesn’t regenerate.
during that turn, but attack rolls against it have
Act
ions advantage until the start of its next turn.
Multiattack. The thoul makes two attacks: one with its Act
ions
claws and one with its longsword or two with its claws.
Multiattack. The troar makes two tusk attacks.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Tusk. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 4 (1d4 + 2) slashing damage. If the target is a
target. Hit: 14 (2d8 + 5) piercing damage.
creature other than an undead, it must succeed on a DC
10 Constitution saving throw or be paralyzed for 1
Random Encounters – Indoor Forest
minute. The target can repeat the saving throw at the
end of each of its turns, ending the effect on itself on a
success.
Longsword. Melee Weapon Attack: +4 to hit, reach 5
ft. , one target. Hit: 6 (1d8+2) slashing damage or 7
(1d10+2) slashing damage if used in two hands.
Troar
Troars are the product of magical experimentation that
involves giant boars devouring live trolls. The resulting
creature is a warped giant boar with regenerative properties.
Cas
tleAmb
er–78
Vamp
ireRos
e
Vampire roses are predatory bushes that feed off the blood of
Whi
teAp
e
Medium beast, unaligned
other creatures.
Armor Class 12
Hit Points 37 (5d8+15)
Vamp
ireRos
eBus
h Speed 30 ft, climb 30 ft.
Medium plant, unaligned
STR DEX CON INT WIS CHA
Armor Class 13 (natural armor) 18 (+4) 14 (+2) 17 (+3) 6 (-2) 12 (+1) 6 (-2)
Hit Points 38 (7d8+7) Skills Athletics +6 Perception +3 Stealth +2
Speed 10 ft Senses darkvision 120 ft., passive Perception 13
STR DEX CON INT WIS CHA Languages –
12 (+1) 10 (+0) 13 (+1) 3 (-4) 10 (+0) 8 (-1) Challenge 1 (200 xp)
Damage Vulnerabilities .re Brute: A melee weapon deals one extra die of its
Damage Resistances piercing damage when the ape hits with it (included in the
Skills Stealth +2 attack).
Senses passive Perception 10
Languages – Act
ions
Challenge 3 (700 xp) Multiattack. The ape makes two .st attacks.
False Appearance. While the vampire rose remains Fist. Melee Weapon Attack: +6 to hit, reach 5 ft., one
motionless, it is indistinguishable from a normal rose creature. Hit: The target take 11 (2d6 + 4) bludgeoning
bush. damage.
Hypnotic Injection. The vampire rose may use a bonus Rock. Ranged Weapon Attack: +6 to hit, range 25/50 ft.,
action to inject a grappled creature with a hypnotic one creature. Hit: The target take 7 (1d6 + 4)
anesthetic. The target must make a DC 13 Wisdom bludgeoning damage.
saving throw or be Incapacitated. An incapacitated
character may make a new saving throw after taking 35. Ballroom
damage. If it succeeds, it is no longer incapacitated, but
is still grappled.
Blood Drain. If the vampire rose begins its turn with a
creature grappled, it deal 9 (2d8) points of damage.
Act
ions
Thorn Whip. Melee Weapon Attack: +3 to hit, reach 5
ft., one creature. Hit: The target take 5 (1d8 + 1) piercing
damage and is grappled (escape DC 13).
Whi
teAp
e
White apes are large, nocturnal gorilla-like primates that live
in caves.
Cas
tleAmb
er–79
Wyve
rn
Most wyverns are the lesser kin of dragons, but a few
Hal
fDragonGre
ate
rWyve
rn
Huge dragon, unaligned
wyverns can begin to rival their more famous cousins.
Armor Class 16 (natural armor)
Hit Points 157 (15d12 + 60)
Gre
ate
rWyve
rn Speed 30 ft., Cy 60 ft.
Huge dragon, unaligned STR DEX CON INT WIS CHA
Armor Class 15 (natural armor) 23 (+6) 12 (+1) 19 (+4) 11 (+0) 13 (+1) 12 (+1)
Hit Points 136 (13d12 + 52) Damage Resistances Poison
Speed 30 ft., Cy 60 ft. Saving Throws Dex +5 Con +8 Wis +5
STR DEX CON INT WIS CHA Skills Perception +4
23 (+6) 10 (+0) 19 (+4) 7 (-2) 13 (+1) 7 (-2) Senses blindsight 10 ft., darkvision 60 ft, passive
Skills Perception +4 Perception 14
Senses darkvision 60 ft, passive Perception 14 Languages Draconic
Languages understands Draconic Challenge 10 (3,900 xp)
Challenge 8 (3,900 xp)
Act
ions
Act
ions Multiattack. The wyvern makes two attacks: one with its
Multiattack. The wyvern makes two attacks: one with its bite and one with its stinger. While Cying, it can use its
bite and one with its stinger. While Cying, it can use its claws in place of one other attack.
claws in place of one other attack. Bite. Melee Weapon Attack: +9 to hit, reach 15 ft., one
Bite. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 19 (3d8 + 6) piercing damage.
target. Hit: 19 (3d8 + 6) piercing damage. Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one
Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) slashing damage.
target. Hit: 20 (4d6 + 6) slashing damage. Stinger. Melee Weapon Attack: +9 to hit, reach 10 ft.,
Stinger. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. 20 (4d6 + 6) piercing damage. The target
one creature. 20 (4d6 + 6) piercing damage. The target must make a DC 17 Constitution saving throw, taking
must make a DC 17 Constitution saving throw, taking 33 33 (6d10) poison damage on a failed save, or half as
(6d10) poison damage on a failed save, or half as much much damage on a successful one.
damage on a successful one. Poison Breath (Recharge 5–6). The wyvern exhales
poisonous gas in a 30-foot cone. Each creature in that
64. Air area must make a DC 16 Constitution saving throw,
taking 49 (14d6) poison damage on a failed save, or half
as much damage on a successful one.
64. Air
Cas
tleAmb
er–80
Appendi
xB:Non-
Pla
yer Andre
w Da
vidAmb
er
Medium humanoid (human?), chaotic evil
Charact
ers Armor Class 16 (breastplate)
Hit Points 71 (11d8 + 22)
Speed 30 ft
Ambros
e STR DEX CON INT WIS
17 (+3) 11 (+0) 14 (+2) 13 (+1) 13 (+1) 12 (+1)
CHA
61. The Potion of Time Travel
Saving Throws Strength +6 Dexterity +3
Ambrose is a young priest who was sent to Ximes by the Skills Animal Handling +4 Athletics +6 Nature +4
Archbishop of Averoigne to investigate Azedarc, who was Perception +4 Survival +4 (Stealth +10 with pass
suspected of sorcery. without trace)
Senses passive Perception 14
Amb
ros
e Languages Common, Sylvan
Medium humanoid (human), lawful good Challenge 5 (1,800xp)
Armor Class 11 Natural Explorer. When tracking other creatures in the
Hit Points 32 (5d8 + 10) indoor forest, Andrew David learns their exact number,
Speed 30 ft their sizes, and how long ago they passed through the
STR DEX CON INT WIS CHA area. In the indoor forest, any group Andrew David
13 (+1) 13 (+1) 15 (+2) 14 (+2) 16 (+3) 16 (+3) travels with ignores dif.cult terrain.
Skills Investigation +4, Religion +4 Spellcasting. Andrew David is a 9th-level spellcaster.
Senses passive Perception 13 His spellcasting ability is Wisdom (Spell save DC 12,
Languages Common +4 to hit with spell attacks). He knows the following
Challenge 1/4 (50 xp) Ranger spells:
1st-level (4 slots): animal friendship, hunter’s mark
Act
ions ensnaring strike
Staff. Melee Weapon Attack: +3 to hit, reach 5 ft. one 2nd-level (3 slots): beast sense, pass without trace
target. Hit: 4 (1d6 +1) bludgeoning damage or 5 (1d8 3nd level (2 slots): conjure animals
+1) bludgeoning damage if used with two hands.
Act
ions
Multiattack. Andrew David makes two melee weapon
attacks.
Andre
w Da
vidAmb
er Lance. Melee Weapon Attack: +6 to hit, reach 10 ft.,
one target. Hit: 9 (1d12 + 3) piercing damage.
20. The Wild Hunt
Flail +1. Melee Weapon Attack: +7 to hit, reach 5 ft.,
As a child, Andrew David was kidnapped by caprae, and one target. Hit: 8 (1d8 + 4) bludgeoning damage.
was raised among them until he was rescued by his brother, Headbutt. Melee Weapon Attack: +7 to hit, reach 5 ft.,
Richard. He considers himself as much beast and fey as he one target. Hit: 7 (1d8 + 3) bludgeoning damage.
does human, and he rarely leaves the indoor forest. He is
married to Isidora Amber.
Andrew David carries a 3ail +1 and a potion of greater
Andrew Davis makes effective use of his ranger spells, both
healing, and he wears a ring of plant control (see Appendix D:
in combat and out. He is likely to spy upon the PCs with
New Items). His breastplate has a beautifully enameled
beast sense. When the Hunt rides, he uses pass without
pattern of leaves on it, and is worth 750 gp.
trace. In combat, he will use both hunters mark and
ensnaring strike.
The indoor forest is his creation. After his rescue, he never
felt at home until he began turning the family gardens into
his own reCection of Thelanis. When he married Isidora, she
began to aid him in his transformations. He is extremely
protective of the forest and its inhabitants. He is aware of
Kavitha and her true nature and is wary of her.
Cas
tleAmb
er–81
Az
edarc Az
edarc
61. The Potion of Time Travel Medium humanoid (human), lawful evil
Azedarc is a corrupt wizard who has in.ltrated the church of Armor Class 14 (mage armor)
Averoigne and become the bishop of Ximes. He has mastered Hit Points 99 (18d8 + 18)
the secrets of time travel and once lived 700 years in the past. Speed 30 ft
His closest companion and trusted aide is Jehan Mauvaissoir. STR DEX CON INT WIS CHA
12 (+1) 13 (+1) 14 (+2) 20 (+5) 16 (+3) 17 (+3)
Damage Resistances damage from spells
Skills Arcana +9, Deception +7, Religion +9
Senses passive Perception 13
Languages Common, Infernal, Primordial
Challenge 9 (5,000 xp)
Arcane Recovery (1/Day). When Azedarc .nishes a
short rest, he recovers up to 7 levels of spell slots,
though none of these may be 6th-level or higher.
Arcane Ward. When Azedarc casts an abjuration spell
of 1st-level or higher, he creates a magical ward that
lasts until he .nishes a long rest. The ward has 33 hit
points. Whenever he takes damage, the ward takes the
damage instead. If this damage reduces the ward to 0
hit points, he takes any remaining damage.
While the ward has 0 hit points, it can't absorb
damage. but whenever he casts an abjuration spell, the
ward regains a number of hit points equal to twice the
level of the spell.
Spell Resistance. Azedarc has advantage on saving
throws against spells.
Spellcasting. Azedarc is a 14th-level spellcaster. His
spellcasting ability is Intelligence (Spell save DC 17, +9
to hit with spell attacks). He has prepared the following
wizard spells:
Cantrips (at will): chill touch, dancing lights, mage
hand, minor illusion, prestidigitation
1st-level (4 slots): cause fear, mage armor, magic
missile, shield, sleep
2nd-level (3 slots): arcane lock, detect thoughts,
suggestion
3rd-level (3 slots): clairvoyance, lightning bolt,
nondetection
4th-level (3 slots): gibberish (see Appendix C:
Character Options), dimension door, phantasmal
killer, stoneskin
5th-level (2 slots): enervation, scrying
6th-level (1 slot): mass suggestion
7th-level (1 slot): symbol
Act
ions
Dagger. Melee or Ranged Weapon Attack: +4 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2)
piercing damage.
Cas
tleAmb
er–82
Ca
the
rineAmb
er
34. Throne Room
If Catherine possesses a PC, many of her capabilities will
depend upon the body she inhabits. She will bring some
signi.cant capabilities with her, however, including her
spellcasting.
Cas
tleAmb
er–83
Charl
esAmb
er
30. Chapel Library
Charl
esAmb
er
Medium humanoid (human), chaotic neutral
Charles has always lived in the shadow of his sister. He
Armor Class 14 (mage armor)
dedicated his life to study and became an acolyte under
Hit Points 55 (10d8 + 10)
Simon. The works he read opened new doors, however, and
Speed 30 ft
he made a pact with the darkness to gain arcane power.
STR DEX CON INT WIS CHA
9 (-1) 12 (+1) 12 (+1) 16 (+3) 10 (+0) 14 (+2)
Damage Resistances necrotic
Saving Throws Wisdom +3 Charisma +5
Skills Arcana +6, History +6, Religion +6
Senses normal vision in magical/nonmagical darkness
120 ft., passive Perception 10
Languages Common, Abyssal, Elvish, telepathy 30 ft.
Challenge 6 (3,900xp)
Ritual Casting. Charles has a book of shadows with the
following spells, which he can cast as rituals:
comprehend languages, detect magic, purify food and
drink, unseen servant, gentle repose, silence. If Charles
dies, the book turns to ash.
One of the Dead: Undead must make a DC 13 Wisdom
saving throw in order to attack Charles. He can
inCuence undead with Charisma (Persuasion) and
Charisma (Intimidate) checks and has advantage on
these checks when dealing with undead.
Strength from the Living: When a creature within 20
feet of Charles takes necrotic damage, he gains
temporary hit points equal to half the damage taken.
Spellcasting. Charles is a 9th-level spellcaster. his
spellcasting ability is Charisma (Spell save DC 13, +5
to hit with spell attacks). He knows the following
sorcerer spells:
At will: chill touch, eldritch blast, friends, mage
hand, message, prestidigitation, thaumaturgy,
mage armor, speak with dead, confusion
1st – 5th-level (2 slots): animate dead, counterspell,
darkness, dimension door, dispel magic,
enervation, hex, hold monster, remove curse,
vampiric touch
Act
ions
Bone Dagger +1. Melee or Ranged Weapon Attack: +5
to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5
(1d6+2) necrotic damage. See, Bone Dagger in
Appendix D: New Items for details.
Cas
tleAmb
er–84
Cl
audeAmb
er Act
ions
36. Library
Multiattack. Claude makes three melee weapon attacks.
Claude is not violent, but he will defend himself and his Silverblade Halberd +1. Melee Weapon Attack: +8 to
friends. He is very close to the lupin, who have accepted hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) slashing
him as one of their own. He considers them a second family. damage.
Thermistius is a friend and ally.
Re
act
ions
Cl
audeAmb
er Rebuke the Violent (Recharges on a short rest).
Medium humanoid (human?), lawful good Immediately after an attacker within 30 feet deals
damage with an attack against a creature other than
Armor Class 19 (plate)
him, Claude can use his reaction to force the attacker to
Hit Points 135 (18d8 + 54)
make a Wisdom saving throw. On a failed save, the
Speed 30 ft
attacker takes radiant damage equal to the damage it
STR DEX CON INT WIS CHA just dealt. On a successful save, it takes half as much
16 (+3) 12 (+1) 16 (+3) 13 (+1) 17 (+3) 18 (+4) damage.
Damage Resistances .re Guardian Aura. When a creature within 10 ft takes
Condition Immunities frightened damage, Claude can use his reaction to choose to take
Saving Throws Wisdom +7 Charisma +8 that damage instead.
Skills History +5 Insight +7 Persuasion +8 Religion +7
Senses passive Perception 14
Languages Common, Dwar.sh, Giant
Challenge 7 (2,900xp) Claude’s halberd is made of magically strengthened silver and
it glows in the presence of lycanthropes. See Silverblade
Lay on Hands. As an action, Claude can heal wounds,
Halberd in Appendix D: New Items. He has a feather token
cure diseases, or neutralize poisons by touch. Each day,
(bird) tucked into his belt (though he won’t use it inside), and
he can cure up to 50 points of damage. Curing a
he wears a ring of 1re resistance.
disease or neutralizing a poison is equivalent to healing
5 points of damage.
Divine Aura. Claude and his allies within 10 ft gain a
+4 bonus to saving throws while he is conscious and
are immune to being frightened.
Divine Smite. When Claude hits a creature with a melee
weapon attack, he can expend one spell slot to deal
radiant damage to the target, in addition to the weapon's
damage. The extra damage is 2d8 for a 1st-level spell
slot, plus 1d8 for each spell-level higher than 1st, to a
maximum of 5d8. The damage increases by 1d8 if the
target is an undead or a .end, to a maximum of 6d8
Spellcasting. Claude is a 10th-level spellcaster. His
spellcasting ability is Charisma (Spell save DC 16, +8
to hit with spell attacks). He knows the following
Paladin spells:
1st-level (4 slots): bless, cure wounds, protection
from evil and good, purify food and drink,
sanctuary, sleep
2nd-level (3 slots): branding smite, calm emotions,
hold person, locate object, zone of truth
3rd-level (2 slots): counterspell, create food and
water, hypnotic pattern, remove curse
Cas
tleAmb
er–85
Gas
pardduNord Gé
rarddeL’
Aut
omne
59. The Viper-Circled Mirror Random Encounters – Averoigne
Gaspard du Nord was a student of Nathaire. While he was Gérard is a troubadour, but he does not practice bardic
fascinated by magic, he was uncomfortable with the darker magic.
aspects of it and gave up his studies. He will support the PCs
with his spells and local inCuence if they are willing to .ght
the colossus.
Gé
rarddeL’
Aut
omne
Medium humanoid (human), chaotic good
Armor Class 17 (chain shirt and shield)
Gas
pardduNord Hit Points 104 (16d8 +32)
Medium humanoid (human), neutral good Speed 30 ft
Armor Class 14 (mage armor) STR DEX CON INT WIS CHA
Hit Points 67 (9d8 + 27) 15 (+2) 18 (+4) 14 (+2) 9 (-1) 14 (+2) 16 (+3)
Speed 30 ft Saving Throws Con +5, Cha +6
STR DEX CON INT WIS CHA Skills Athletics +5, Performance +6, Persuasion +6
14 (+2) 12 (+1) 16 (+3) 16 (+3) 12 (+1) 13 (+1) Senses passive Perception 12
Skills Arcana +5, Investigation +5, Perception +3 Languages Common
Senses passive Perception 13 Challenge 7 (2,900xp)
Languages Common, Infernal Improved Critical. Gérard scores a critical hit on attacks
Challenge 3 (700 xp) when he rolls a 19 or 20.
Spellcasting. Gaspard is a 6th-level spellcaster. His Indomitable (2/day): Gérard rerolls a failed saving
spellcasting ability is Intelligence (Spell save DC 13, +5 throw.
to hit with spell attacks). He has the following wizard Lightfooted. Gérard can take the Dash or Disengage
spells prepared: action as a bonus action on each of his turns.
Cantrips (at will): light, message, mage hand, ray of
frost Act
ions
1st-level (4 slots): alarm, mage armor, protection Multiattack. Gérard makes three melee weapon attacks.
from evil and good Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one
2nd-level (3 slots): detect thoughts, gentle repose, target. Hit: 8 (1d8 + 4) piercing damage.
levitate Lunge (Recharge 5-6): Melee Weapon Attack: +7 to hit,
3rd-level (3 slots): dispel magic, 3y, remove curse reach 10 ft., one target. Hit: 17 (3d8 + 4) piercing
damage.
Act
ions
Dagger. Melee or Ranged Weapon Attack: +4 to hit, Re
act
ions
reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) Parry. Gérard adds 3 to his AC against one melee attack
piercing damage. that would hit him. To do so, he must see the attacker
and be wielding a melee weapon.
Cas
tleAmb
er–86
Gi
lle
sGre
nie
r I
sab
elAmb
er
Random Encounters – Averoigne Random Encounters – Castle Amber
Gilles Grenier makes his living selling potions, particularly Isabel is an ambitious and talented young arcanist who sees
love potions. Lately, however, his attempts at creating love a path for herself to eventually lead the family. She knows
potions have resulted in potions of rage (see Appendix D: that Stephen is missing and is well aware that all is not right
New Items for details) in the castle. She could potentially serve as a resource for the
PCs, though convincing her to help may not be easy, as she
is tightly focused on her own ambition and self interest.
Bringing Stephen back would present a major barrier to her
Gi
lle
sGre
nie
r plans.
Medium humanoid (human), chaotic neutral
Isabel is arrogant and self-centered, but does not go out of
Armor Class 14 (mage armor) her way to be cruel (though neither does she avoid it). She
Hit Points 55 (10d8 + 10) will dismiss the opinions and priorities of others unless they
Speed 30 ft match up with hers. She will show off and, as a result, has a
STR DEX CON INT WIS CHA tendency to favor higher level spells. Similarly, she will use
10 (+0) 12 (+1) 12 (+1) 16 (+3) 9 (-1) 11 (+0) her Master Transmuter ability with little hesitation.
Skills Arcana +6, Nature +6
Senses passive Perception 9
Languages Common, Infernal
Challenge 3 (700 xp)
Arcane Recovery (1/Day). When Gilles .nishes a
short rest, he recovers up to 3 levels of spell slots.
Spellcasting. Gilles is a 6th-level spellcaster. His
spellcasting ability is Intelligence (Spell save DC 13, +5
to hit with spell attacks). He has prepared the following
wizard spells:
Cantrips (at will): dancing lights, friends, poison
spray, prestidigitation
1st-level (4 slots): brew (see Appendix C: Character
Options), charm person, mage armor, sleep
2nd-level (3 slots): hold person, melf’s acid arrow,
locate object
3rd-level (3 slots): bestow curse, lightning bolt
Act
ions
Dagger. Melee or Ranged Weapon Attack: +3 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+1)
piercing damage.
Cas
tleAmb
er–87
In addition to her Arcana Staff (see Appendix D: New Items), 5th-level: animate objects, telekinesis, wall of stone
Isabel carries a potion of speed and scrolls of dispel magic, 6th-level: disintegrate, mass suggestion
charm monster, and globe of invulnerability. 7th-level: teleport
Isabel’s necklace has a dragonshard spellbook in it with the
following spells:
1st-level: comprehend languages, detect magic, magic
missile, shield
2nd-level: alter self, rope trick, web
3rd-level: clairvoyance, counterspell, dispel magic,
sending, slow
4th-level: dimension door, polymorph, stoneskin
Cas
tleAmb
er–88
I
sidoraAmb
er killer trees to gain some time. At this point she will begin
summoning fey and calling the denizen’s of the forest to her
Random Encounters – Indoor Forest aid.
Isidora is Andrew David’s wife. She helped him develop the Isidora wears slippers of spider climbing. She has a bracelet
indoor forest and now she tends the plants there, including with a perfect agate (worth 1,000 gp) set into it. This agate will
the more dangerous ones. She will happily show off her be consumed if she casts awaken.
creations to the PCs. After all, the vampire roses are thirsty,
and they are her favorite.
If forced into combat, she will use call lightning. The sound
will summon the Wild Hunt. She will then Cee, using wild
shape if needed, and lead the PCs to one of the pit traps or the
Cas
tleAmb
er–89
J
ane
tAmb
er,
Trol
lImp
ost
er
10. Bedroom
MutantTrol
lCosp
laye
r
Chal
lengeRati
ng9
Large giant, chaotic evil
MutantTrol
lCosp
laye
r
Armor Class 16 (natural armor)
Chall
engeRati
ng7 Hit Points 147 (14d10+70)
Large giant, chaotic evil Speed 30 ft
Armor Class 15 (natural armor) STR DEX CON INT WIS CHA
Hit Points 115 (11d10+55) 20 (+5) 13 (+1) 20 (+5) 7 (-2) 9 (-1) 7 (-2)
Speed 30 ft Damage Resistances: Poison, bludgeoning from
STR DEX CON INT WIS CHA nonmagical attacks
20 (+5) 13 (+1) 20 (+5) 7 (-2) 9 (-1) 7 (-2) Skills Perception +3 Deception -2
Damage Resistances: Poison Senses darkvision 60 ft., passive Perception 10
Skills Perception +2 Deception -2 Languages Giant, Common (poorly)
Senses darkvision 60 ft., passive Perception 10 Challenge 9 (5,000xp)
Languages Giant, Common (poorly) Keen Smell. The troll has advantage on Wisdom
Challenge 7 (2,900xp) (Perception) checks that rely on smell.
Keen Smell. The troll has advantage on Wisdom Regeneration. The troll regains 10 hit points at the start
(Perception) checks that rely on smell. of its turn. If the troll takes acid or .re damage, this trait
Regeneration. The troll regains 10 hit points at the start doesn’t function at the start of the troll’s next turn. The
of its turn. If the troll takes acid or .re damage, this trait troll dies only if it starts its turn with 0 hit points and
doesn’t function at the start of the troll’s next turn. The doesn’t regenerate.
troll dies only if it starts its turn with 0 hit points and Stench: Any creature that starts its turn within 5 feet of
doesn’t regenerate. the troll must succeed on a DC 17 Constitution saving
Stench: Any creature that starts its turn within 5 feet of throw or take 7 (2d6) poison damage and be Poisoned
the troll must succeed on a DC 16 Constitution saving until the start of its next turn. On a successful saving
throw or take 3 (1d6) poison damage and be Poisoned throw, the creature is immune to the troll’s Stench for
until the start of its next turn. On a successful saving 24 hours.
throw, the creature is immune to the troll’s Stench for 24
hours. Act
ions
Multiattack. The troll makes four attacks: one with its
Act
ions bite and three with its claws.
Multiattack. The troll makes three attacks: one with its Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one
bite and two with its claws. target. Hit: 8 (1d6 + 5) piercing damage plus 7 (2d6)
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one poison damage.
target. Hit: 8 (1d6 + 5) piercing damage plus 7 (2d6) Claw. Melee Weapon Attack: +10 to hit, reach 10 ft.,
poison damage. one target. Hit: 14 (2d8 + 5) slashing damage.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 12 (2d6 + 5) slashing damage.
The challenge 9 and above versions of the troll each have a
third arm and long reach. The third arm does not help as far
as .tting into Janet’s clothes, but that was really a lost cause
anyway.
Cas
tleAmb
er–90
MutantTrol
lCosp
laye
r J
ehanMauv
ais
soi
r
Medium humanoid (human), lawful evil
Chal
lengeRati
ng1
1
Large giant, chaotic evil Armor Class 17 (glamoured studded leather)
Armor Class 16 (natural armor) Hit Points 117 (18d8 +36)
Hit Points 184 (16d10 +96) Speed 30 ft
Speed 30 ft STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 16 (+3) 18 (+4) 14 (+2) 13 (+1) 17 (+3) 15 (+2)
22 (+6) 13 (+1) 22 (+6) 7 (-2) 9 (-1) 7 (-2) Saving Throws Dex +8, Int +5
Damage Resistances: Poison, bludgeoning and slashing Skills Athletics +7 Deception +10, Insight +7,
from nonmagical attacks Intimidation +6, Perception +7, Sleight of Hand +8,
Skills Perception +3 Deception -2 Stealth +8
Senses darkvision 60 ft., passive Perception 10 Senses passive Perception 17
Languages Giant, Common (poorly) Languages Common, Theives’ Cant
Challenge 11 (7,200xp) Challenge 10 (5,900xp)
Keen Smell. The troll has advantage on Wisdom Assassinate. Jehan has advantage on attack rolls against
(Perception) checks that rely on smell. any creature that hasn't taken a turn in the combat yet.
Regeneration. The troll regains 10 hit points at the start In addition, any hit he scores against a creature that is
of its turn. If the troll takes acid or .re damage, this trait surprised is a critical hit.
doesn’t function at the start of the troll’s next turn. The Cunning Action. On each of its turns, Jehan can use a
troll dies only if it starts its turn with 0 hit points and bonus action to take the Dash, Disengage, or Hide
doesn’t regenerate. action.
Stench: Any creature that starts its turn within 5 feet of Evasion. If Jehan is subjected to an effect that allows
the troll must succeed on a DC 17 Constitution saving him to make a Dexterity saving throw to take only half
throw or take 7 (2d6) poison damage and be Poisoned damage, he instead takes no damage if he succeeds on
until the start of its next turn. On a successful saving the saving throw, and only half damage if he fails.
throw, the creature is immune to the troll’s Stench for 24 Sneak Attack (1/Turn). Jehan deals an extra 32 (7d6)
hours. damage when he hits a target with a weapon attack
and has advantage on the attack roll, or when the target
Act
ions is within 5 feet of an ally that isn’t incapacitated and
Multiattack. The troll makes four attacks: one with its Jehan doesn’t have disadvantage on the attack roll.
bite and three with its claws. Spellcasting. Jehan is a 1st-level spellcaster. His
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one spellcasting ability is Intelligence (Spell save DC 13, +5
target. Hit: 11 (1d10 + 6) piercing damage plus 7 (2d6) to hit with spell attacks). He knows the following
poison damage. wizard spells:
Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., Cantrips (at will): friends, mage hand, minor
one target. Hit: 15 (2d8 + 6) slashing damage plus 7 illusion
(2d6) poison damage. 1st-level (2 slots): alarm, disguise self
Act
ions
Multiattack. Jehan makes three attacks: two with his
J
ehanMauv
ais
soi
r short sword and one with his dagger.
Short sword. Melee Weapon Attack: +8 to hit, reach 5
Random Encounters – Averoigne, 61. The Potion of Time Travel
ft. one target. Hit: 7 (1d6+4) piercing damage.
Jehan Mauvaissoir is Azedarc’s henchman. Jehan carries a red Dagger of Venom. Melee or Ranged Weapon Attack: +9
potion of time travel (see Appendix D: New Items), which will to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7
send the imbiber back in time 700 years. (1d4+5) piercing damage plus poison if applicable.
Re
act
ions
Uncanny Dodge. Jehan halves the damage that he takes
from an attack that hits him. He must be able to see the
attacker.
Cas
tleAmb
er–91
John-Louis Amber
2. The Grand Salon John-
Loui
sAmber
John-Louis Amber is cultured and re.ned, and will happily Challe
ngeRat
ing5
discuss gruesome combat details as if they were topics for Medium humanoid (human), neutral evil
polite conversation. He is particularly interested in creativity Armor Class 17 (leather +1)
in combat, so he enjoys the limitations imposed by the rules Hit Points 95 (10d8 +50)
of boxing. He is has been developing an addiction to Speed 30 ft
gambling.
STR DEX CON INT WIS CHA
When facing multiple opponents in combat, he makes
15 (+2) 20 (+5) 20 (+5) 11 (+0) 13 (+1) 17 (+3)
effective use of his spells. Uses for absorb elements and
Saving Throws Strength +5 Constitution +8
shield are obvious. Lightning lure is good for those who are
Skills Athletics +5 Insight +4, Intimidation +6
avoiding direct combat. If facing a group, he will whittle his
Senses passive Perception 11
opponents down, misty step away and affect a large group of
Languages Common
opponents with a color spray (at higher than .rst level if he
Challenge 5 (1,800xp)
has the slots available).
Distant spell (2/Day): When John-Louis casts one of his
sorcerer spells, he can double its range.
Spellcasting. John-Louis is a 3rd-level spellcaster. His
spellcasting ability is Charisma (Spell save DC 14, +5
to hit with spell attacks). He knows the following
sorcerer spells:
Cantrips (at will): friends, lightning lure, mage
hand, minor illusion
1st-level (4 slots): absorb elements, color spray,
shield
2nd-level (2 slots): misty step
Tides of Chaos (1/Day). John-Louis can gain advantage
on one attack roll, ability check, or saving throw.
Act
ions
Multiattack. John-Louis makes three rapier attacks.
Rapier +1. Melee Weapon Attack: +9 to hit, reach 5 ft.
one target. Hit: 10 (1d8+6) piercing damage.
Re
act
ions
Parry. John-Louis adds 3 to his AC against one melee
attack that would hit him. To do so, he must see the
attacker and be wielding a melee weapon.
Cas
tleAmb
er–92
John-
Loui
sAmber John-
Loui
sAmber
Challe
ngeRat
ing8 Challe
ngeRati
ng10
Medium humanoid (human), neutral evil Medium humanoid (human), neutral evil
Armor Class 18 (studded leather +1) Armor Class 18 (studded leather +1)
Hit Points 133 (14d8 +70) Hit Points 152 (16d8 +80)
Speed 30 ft Speed 30 ft
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 20 (+5) 20 (+5) 11 (+0) 13 (+1) 17 (+3) 15 (+2) 20 (+5) 20 (+5) 11 (+0) 13 (+1) 17 (+3)
Saving Throws Strength +5 Constitution +8 Saving Throws Strength +6 Constitution +9
Skills Athletics +5 Insight +4, Intimidation +6 Skills Athletics +6, Insight +5, Intimidation +7
Senses passive Perception 11 Senses passive Perception 11
Languages Common Languages Common
Challenge 8 (3,900xp) Challenge 10 (5,900xp)
Improved Critical. John-Louis scores a critical hit on Improved Critical. John-Louis scores a critical hit on
attacks when he rolls a 19 or 20. attacks when he rolls a 19 or 20.
Distant spell (2/Day): When John-Louis casts one of his Indomitable (1/day): John-Louis rerolls a failed saving
sorcerer spells, he can double its range. throw.
Quickened Spell (1/Day): John-Louis casts one of his Quickened Spell (2/Day): John-Louis casts one of his
sorcerer spells as a bonus action. sorcerer spells as a bonus action.
Spellcasting. John-Louis is a 3rd-level spellcaster. His Distant spell (2/Day): When John-Louis casts one of his
spellcasting ability is Charisma (Spell save DC 14, +5 sorcerer spells, he can double its range.
to hit with spell attacks). He knows the following Extend spell (1/Day): When John-Louis casts one of his
sorcerer spells: sorcerer spells, he can double its duration.
Cantrips (at will): friends, lightning lure, mage Spellcasting. John-Louis is a 5th-level spellcaster. His
hand, minor illusion spellcasting ability is Charisma (Spell save DC 15, +6
1st-level (4 slots): absorb elements, color spray, to hit with spell attacks). He knows the following
shield sorcerer spells:
2nd-level (2 slots): misty step Cantrips (at will): friends, lightning lure, mage
Tides of Chaos (1/Day). John-Louis can gain advantage hand, message, minor illusion
on one attack roll, ability check, or saving throw. 1st-level (4 slots): absorb elements, color spray,
shield
Act
ions 2nd-level (3 slots): enhance ability, misty step
Multiattack. John-Louis makes three rapier attacks. 3rd-level (2 slots): counterspell
Rapier +2. Melee Weapon Attack: +11 to hit, reach 5 ft. Tides of Chaos (1/Day). John-Louis can gain advantage
one target. Hit: 11 (1d8+7) piercing damage. on one attack roll, ability check, or saving throw.
Re
act
ions Act
ions
Parry. John-Louis adds 3 to his AC against one melee Multiattack. John-Louis makes four attacks: three rapier
attack that would hit him. To do so, he must see the attacks and one dagger attack.
attacker and be wielding a melee weapon. Rapier +2. Melee Weapon Attack: +11 to hit, reach 5 ft.
one target. Hit: 11 (1d8+7) piercing damage.
Dagger. Melee or Ranged Weapon Attack: +9 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4+5)
piercing damage
Re
act
ions
Parry. John-Louis adds 4 to his AC against one melee
attack that would hit him. To do so, he must see the
attacker and be wielding a melee weapon.
Cas
tleAmb
er–93
Li
ttl
eAp
e Ka
vitha
35. Ballroom 15. The Maiden and the Unicorn
Little Ape is unlikely to be hostile. He would be happy to talk Kavitha is not particularly aggressive, though she is worried
to people who aren’t members of the Amber family, as the about Stephen. She is intensely loyal to her friends.
white apes are not great conversationalists. She carries four beads of force. If attacked, she will use one
and then change into her true form. If she thinks that she has
been attacked by mistake, she will attempt to convince her
Li
ttl
eAp
e attackers that she means them no harm before she reveals her
Small humanoid (human), chaotic neutral
true form.
Armor Class 14
In addition to the beads, she carries a potion of diminution
Hit Points 32 (5d8 +10)
and three spell scrolls: 1reball, major image, and wall of 1re.
Speed 30 ft
STR DEX CON INT WIS CHA
9 (-1) 18 (+4) 14 (+2) 13 (+1) 15 (+2) 17 (+3)
Skills Acrobatics +6, History +3, Insight +4,
Performance +5
Senses passive Perception 12
Languages Common, Gnomish, Elvish
Challenge 1 (200xp)
Innate Spellcasting: Little Ape’s innate spellcasting
ability is Wisdom (spell save DC 13). He can innately
cast the following spells, requiring no material
components:
• At will: vicious mockery
• 3/day each: charm monster, polymorph
Surprise Attack. If Little Ape surprises a creature and
hits it with an attack during the .rst round of combat,
the target takes an extra 7 (2d6) damage from the
attack.
Act
ions
Dagger. Melee or Ranged Weapon Attack: +4 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2)
piercing damage
Cas
tleAmb
er–94
Bite.Melee Weapon Attack: +10 to hit, reach 10 ft., one
Ka
vit
ha target. Hit: 17 (2d10 + 6) piercing damage.
Large dragon, lawful good
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one
Armor Class 18 (natural armor)
target. Hit: 13 (2d6 + 6) slashing damage.
Hit Points 178 (17d10 + 85))
Breath Weapons (Recharge 5–6). The dragon uses one of
Speed 40 ft., Cy 80 ft., swim 40 ft.
the following breath weapons.
STR DEX CON INT WIS CHA • Fire Breath: The dragon exhales .re in a 30-foot
23 (+6) 14 (+2) 21 (+5) 16 (+3) 13 (+1) 20 (+5) cone. Each creature in that area must make a DC
Skills Dex +6 Con +9 Wis +5 Cha +9 17 Dexterity saving throw, taking 55 (10d10) .re
Skills Insight +5 Perception +9 Persuasion +9 Stealth +6 damage on a failed save, or half as much damage
Damage Immunities .re on a successful one.
Senses blindsight 30 ft., darkvision 120 ft., passive • Weakening Breath: The dragon exhales gas in a
Perception 19 30-foot cone. Each creature in that area must
Languages Common, Draconic, Sylvan succeed on a DC 17 Strength saving throw or
Challenge 10 (5,900 xp) have disadvantage on Strength-based attack rolls,
Amphibious. The dragon can breathe air and water. Strength checks, and Strength saving throws for 1
Spellcasting. The dragon is a 6th-level spellcaster. Her minute. A creature can repeat the saving throw at
spellcasting ability is Charisma (spell save DC 17, +5 to the end of each of its turns, ending the effect on
hit with spell attacks). She knows the following sorcerer itself on a success.
spells: Change Shape. Kavitha magically polymorphs into her
• Cantrips (at will): .rebolt, mending, message, humanoid form, that of an amber-skinned young human
minor illusion, prestidigitation woman. She reverts to its true form if she dies or uses an
• 1st-level (4 slots): detect magic, sleep action to change back. Any equipment it is wearing or
• 2nd-level (3 slots): detect thoughts, knock carrying is absorbed or borne by the new form (the
• 3rd-level (3 slots): clairvoyance, dispel magic dragon’s choice). In her new form, the dragon retains her
alignment, hit points, Hit Dice, ability to speak, spells,
Act
ions pro.ciencies, and Intelligence, Wisdom, and Charisma.
Multiattack: The dragon makes three attacks: one with her Her statistics and capabilities are otherwise replaced by
bite and two with her claws. those of the new form.
Cas
tleAmb
er–95
Lucl
eChaudronni
er Made
lineAmb
er
60. The Ring of Eibon 25. Buried Alive!
Luc is from a long line of magicians. While he considers Madeline is dressed in her burial clothing and carries nothing
himself to be one of Averoigne’s few white magicians, he is but her beloved sword of vengeance (p. 206 DMG) that she
practical above all else and will work with .ends if doing so was buried with.
serves the greater good. Under normal circumstances, Madeline is brusque, direct,
and practical. Normal circumstances, however, do not
include her being locked in a tomb and left for dead. She will
Lucl
eChaudronni
er be in a bit of a daze and somewhat suggestible unless she sees
Medium humanoid (human), chaotic good
a trigger, such as her brother.
Armor Class 14 (mage armor)
Hit Points 71 (11d8 + 22)
Speed 30 ft Made
lineAmb
er
STR DEX CON INT WIS CHA Medium humanoid (human), chaotic neutral
11 (+0) 13 (+1) 14 (+2) 13 (+1) 14 (+2) 17 (+3) Armor Class 8
Skills Arcana +3, Investigation +3, Deception +5 Hit Points 102 (12d8 +48)
Senses passive Perception 12 Speed 30 ft
Languages Common, Primordial STR DEX CON INT WIS CHA
Challenge 3 (700 xp) 18 (+4) 14 (+2) 18 (+4) 13 (+1) 13 (+1) 11 (+0)
Spellcasting. Luc is a 7th-level spellcaster. His Saving Throws Strength +7 Constitution +7
spellcasting ability is Charisma (spell save DC 13, +5 to Skills Animal Handling +4 Athletics +8 Intimidation +3
hit with spell attacks). He knows the following sorcerer Senses passive Perception 11
spells: Languages Common
Cantrips (at will): acid splash, dancing lights, Challenge 7 (2,900xp)
message, mage hand, prestidigitation Brute. A melee weapon deals one extra die of its
1st-level (4 slots): detect magic, mage armor, ray of damage when Madeline hits with it (included in the
sickness attack).
2nd-level (3 slots): blur, shatter Improved Critical. Madeline scores a critical hit on
3rd-level (3 slots): clairvoyance, dispel magic attacks when she rolls a 19 or 20.
4th-level (1 slot): dimension door Indomitable (1/day): Madeline rerolls a failed saving
throw.
Act
ions Reckless. At the start of her turn, Madeline can gain
Dagger. Melee or Ranged Weapon Attack: +4 to hit,
advantage on all melee weapon attack rolls during that
reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2)
turn, but attack rolls against it have advantage until the
piercing damage.
start of its next turn.
Re
act
ions Act
ions
Defensive casting. When Luc is hit by a weapon attack,
Multiattack. Madeline makes two melee weapon
he may cast a cantrip with the attacker as the target.
attacks.
Longsword of Vengeance +1. Melee Weapon Attack: +8
to hit, reach 5 ft. one target. Hit: 14 (2d8+5) slashing
damage or 16 (2d10+5) slashing damage if used in two
hands.
Re
act
ions
Parry. Madeline adds 3 to her AC against one melee
attack that would hit her. To do so, she must see the
attacker and be wielding a melee weapon.
Cas
tleAmb
er–96
Mal
achi
eduMari
as Spellcasting. Malachie is a 10th-level spellcaster. His
58. The Enchanted Sword of Sylaire spellcasting ability is Intelligence (Spell save DC 15, +7
Malachie was not always evil; he has been corrupted by the to hit with spell attacks). He has prepared the following
curse of lycanthropy. At times, when he is in his human form, wizard spells:
bits of his original self will peek out and he will show people Cantrips (at will): friends, green 3ame blade,
kindness. He respects and fears Sephora, and he may attempt mending, minor illusion, ray of frost
to warn the PCs not to trust her. 1st-level (4 slots): absorb elements, mage armor,
The CR 7 version of Malachie carries a potion of greater magic missile, shield
healing. The CR 9 version of Malachie carries a potion of 2nd-level (3 slots): blindness/deafness, misty step,
superior healing and a potion of heroism. web
3rd-level (3 slots): blink, 1reball
4th-level (3 slots): 1re shield, Mordenkainen’s
faithful hound, polymorph
MalachieduMari
as 5th-level (2 slots): far step
Challe
ngeRati
ng7 Arcane Recovery (1/Day). When Malachie .nishes a
Medium humanoid (human, shapechanger), chaotic evil
short rest, he recovers up to 5 levels of spell slots.
Armor Class 12 in humanoid form, 13 (natural armor)
in wolf or hybrid form, 15 with mage armor Act
ions
Hit Points 91 (14d8 +28) Multiattack (Hybrid Form Only): Malachie makes two
Speed 30 ft (40 ft. in wolf form) attacks: one with its bite and one with its claws or
dagger.
STR DEX CON INT WIS CHA
Bite (Wolf or Hybrid Form Only). Melee Weapon
15 (+1) 14 (+2) 15 (+2) 18 (+4) 13 (+1) 12 (+1)
Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2)
Damage Immunities bludgeoning, piercing, and
piercing damage. If the target is a humanoid, it must
slashing from nonmagical attacks not made with
succeed on a DC 13 Constitution saving throw or be
silvered weapons
cursed with werewolf lycanthropy (p. 211 MM).
Condition Immunities charmed
Claws (Hybrid Form Only). Melee Weapon Attack: +5
Saving Throws Intelligence +7 Wisdom +4
to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2)
Skills Arcana +7, Perception +4, Stealth +5
slashing damage.
Senses passive Perception 14
Dagger (Humanoid or Hybrid Form Only). Melee or
Languages Common (can’t speak in wolf form), Sylvan
Ranged Weapon Attack: +5 to hit, reach 5 ft. or range
Challenge 7 (2,900xp)
20/60 ft., one target. Hit: 4 (1d4+2) piercing damage
Shapechanger. Malachie can use his action to
polymorph into a wolf-humanoid hybrid or into a wolf, Re
act
ions
or back into his true form, which is humanoid. His Arcane De=ection. When Malachie is hit by an attack or
statistics, other than AC, are the same in each form. Any fails a saving throw, he can use his reaction to gain a +2
equipment it is wearing or carrying isn’t transformed. He bonus to his AC against that attack or a +4 bonus to that
reverts to his true form if he dies. saving throw. When he uses this feature, he can't cast
Keen Hearing and Smell. Malachie has advantage on spells other than cantrips until the end of his next turn.
Wisdom (Perception) checks that rely on hearing or
smell.
Cas
tleAmb
er–97
MalachieduMari
as
Challe
ngeRati
ng9 Act
ions
Medium humanoid (human, shapechanger), chaotic evil Multiattack (Hybrid Form Only): Malachie makes two
Armor Class 13 in humanoid form, 14 (natural armor) attacks: one with its bite and one with its claws or dag-
in wolf or hybrid form, 16 with mage armor ger.
Hit Points 120 (16d8 +48) Bite (Wolf or Hybrid Form Only). Melee Weapon
Speed 30 ft (40 ft. in wolf form) Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3)
STR DEX CON INT WIS CHA piercing damage. If the target is a humanoid, it must
15 (+1) 16 (+3) 16 (+3) 18 (+4) 13 (+1) 12 (+1) succeed on a DC 15 Constitution saving throw or be
Damage Immunities bludgeoning, piercing, and cursed with werewolf lycanthropy (p. 211 MM).
slashing from nonmagical attacks not made with Claws (Hybrid Form Only). Melee Weapon Attack: +7
silvered weapons to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3)
Condition Immunities charmed slashing damage.
Saving Throws Intelligence +8 Wisdom +5 Dagger (Humanoid or Hybrid Form Only). Melee or
Skills Arcana +8, Perception +5, Stealth +7 Ranged Weapon Attack: +7 to hit, reach 5 ft. or range
Senses passive Perception 15 20/60 ft., one target. Hit: 5 (1d4+3) piercing damage
Languages Common (can’t speak in wolf form), Sylvan
Challenge 9 (3,900xp)
Re
act
ions
Arcane De=ection. When Malachie is hit by an attack or
Shapechanger. Malachie can use his action to fails a saving throw, he can use his reaction to gain a +2
polymorph into a wolf-humanoid hybrid or into a wolf, bonus to his AC against that attack or a +4 bonus to that
or back into his true form, which is humanoid. His saving throw. When he uses this feature, he can't cast
statistics, other than AC, are the same in each form. Any spells other than cantrips until the end of his next turn.
equipment it is wearing or carrying isn’t transformed. He
reverts to his true form if he dies.
Keen Hearing and Smell. Malachie has advantage on
Wisdom (Perception) checks that rely on hearing or
smell.
Spellcasting. Malachie is a 13th-level spellcaster. His
spellcasting ability is Intelligence (Spell save DC 16, +8
to hit with spell attacks). He has prepared the following
wizard spells:
Cantrips (at will): friends, green 3ame blade,
mending, minor illusion, ray of frost
1st-level (4 slots): absorb elements, mage armor,
magic missile, shield
2nd-level (3 slots): blindness/deafness, misty step,
web
3rd-level (3 slots): blink, 1reball, gibberish (see
Appendix C: Character Options)
4th-level (3 slots): 1re shield, Mordenkainen’s
faithful hound, polymorph
5th-level (2 slots): far step, wall of stone
6th-level (1 slot): globe of invulnerability, true
seeing
7th-level (1 slot): prismatic spray
Arcane Recovery (1/Day). When Malachie .nishes a
short rest, he recovers up to 6 levels of spell slots.
Durable Magic. While Malachie maintains
concentration on a spell, he has a +2 bonus to AC and
all saving throws.
Cas
tleAmb
er–98
Mar
yHe
lenAmb
er
Random Encounters – Castle Amber
Mary Helen is one of the few members of the Amber family
who has no interest in practicing magic. This frustrates some
of her relatives, as she has a rare talent: she attracts and can
communicate with some of the spirits of Amber family
ancestors. They use her to help defend the family. She doesn’t
like being used. It is a complicated relationship.
Mary Helen wears a brooch of shielding. Her greataxe +1
glows with the light of a torch on command and hums softly
in the presence of incorporeal spirits or undead. Mary Helen
just thinks it hums all the time, and she .nds it kind of
annoying. Madeline is her best friend (and sparring partner),
and she is currently in mourning for her supposed death. She’s
hoping that Madeline’s spirit might show up to chat.
Cas
tleAmb
er–99
Mori
ami
s potion of time travel in exchange for the PCs helping her in
her quest.
Random Encounters – Averoigne Moriamis carries a red potion of time travel (see Appendix D:
Moriamis was born over 700 years ago. She was the lover of New Items) and knows how to brew both red and green
Azedarc, and secretly learned how he made his potions of potions of time travel.
time travel. Azedarc abandoned her and traveled to the
present time. She has learned of his treacheries and has
vowed to ruin him. She has followed him into her future but
.nds this future a bit confusing and would happily provide a
Cas
tleAmb
er–1
00
Na
thai
re
59. The Viper-Circled Mirror
RichardAmber
Nathaire is dying and he has nothing to lose. He has ChallengeRa
ting7
collected bodies – several of which started out alive – and Large humanoid (human?), chaotic neutral
created the undead colossus as a vehicle for his vengeance Armor Class 19 (plate +1)
upon a world that never appreciated his genius. Hit Points 115 (11d10+55)
Speed 30 ft
TheCol
oss
usofYl
ourgne STR DEX CON INT WIS CHA
Gargantuan undead, chaotic evil 20 (+5) 12 (+1) 20 (+5) 9 (-1) 10 (+0) 16 (+3)
Armor Class 15 (natural armor) Saving Throws Strength +8 Constitution +8
Hit Points 370 (20d20 + 160) Skills Athletics +8 Intimidation +6
Speed 50 ft. Senses passive Perception 10
Languages Common, Sylvan
STR DEX CON INT WIS CHA
Challenge 7 (2,900xp)
30 (+10) 8 (-1) 26 (+8) 18 (+5) 11 (+0) 13 (+1)
Saving throws Int +9, Wis +5, Con +13 Brave. Richard has advantage on saving throws against
Damage Resistances cold, lightning, psychic being frightened.
Damage Immunities necrotic, poison, bludgeoning, Brute. A melee weapon deals one extra die of its
piercing, and slashing from nonmagical attacks damage when Richard hits with it (included in the
Condition Immunities charmed, exhaustion, paralyzed, attack).
petri.ed, poisoned Indomitable (1/day): Richard rerolls a failed saving
Senses darkvision 120 ft., passive Perception 9 throw.
Languages Common, Abyssal, Infernal
Act
ions
Challenge 15 (13,000xp) Multiattack. Richard makes two melee weapon attacks.
Magic Resistance. The colossus has advantage on Greatsword +1. Melee Weapon Attack: +9 to hit, reach
saving throws against spells and other magical effects. 5 ft., one target. Hit: 16 (3d6 + 6) slashing damage.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one
Act
ions
target. Hit: 15 (2d10 + 5) piercing damage.
Tree cudgel. Melee Weapon Attack: +15 to hit, reach 20
Roar (Recharge 5–6). Richard lets loose a great roar.
ft., one target. Hit: 42 (5d12 + 10) bludgeoning damage.
Each creature within 30 feet must make a DC 14
Slam. Melee Weapon Attack: +15 to hit, reach 15 ft.,
Wisdom saving throw. On a failure, the target takes 18
one target. Hit: 32 (5d8 + 10) bludgeoning damage.
(4d8) thunder damage and is frightened for one minute.
On a success, the target takes half damage and isn’t
frightened. On its turn, a frightened creature may spend
Ri
chardAmb
er an action to make another attempt to save and end the
fear effect.
9. Bedroom (Richard’s Den)
Richard is vain and sensual. His transformation into an ogre-
sized lion-man gives him an air of regal authority that he
relishes. He surrounds himself with those who adore him, and
he is not used to being disagreed with. He is likely to
proposition any attractive members of the party (of any
gender), especially if they have feline traits.
If Richard roars, it will be heard throughout the West Wing
and any NPCs the party meets may be annoyed with them for
the noise.
Cas
tleAmb
er–1
01
RichardAmber Sep
hora,theEnchant
res
s
ChallengeRa
ting9
Large humanoid (human?), chaotic neutral
ofSyl
aire
58. The Enchanted Sword of Sylaire
Armor Class 20 (plate +2)
In the story that she originates in, it is left unclear whether
Hit Points 189 (18d10 +90)
Speed 40 ft Sephora is human or some sort of demonic creature. In
either case, she is mysterious, self-serving, and manipulative.
STR DEX CON INT WIS CHA Her write-up below is that of a succubus. If you wish to use
20 (+5) 15 (+2) 20 (+5) 9 (-1) 10 (+0) 16 (+3) her as a non-evil NPC, treat her as human or fey and remove
Saving Throws Strength +9 Constitution +9 her .endish characteristics (marked with an asterisk).
Skills Athletics +9 Intimidation +7
Senses passive Perception 10
Languages Common, Sylvan
Challenge 9 (5,000xp)
Brave. Richard has advantage on saving throws against
being frightened.
Brute. A melee weapon deals one extra die of its
damage when Richard hits with it (included in the
attack).
Indomitable (2/day): Richard rerolls a failed saving
throw.
Act
ions
Multiattack. Richard makes three melee weapon
attacks.
Greatsword +1. Melee Weapon Attack: +10 to hit, reach
5 ft., one target. Hit: 16 (3d6 + 6) slashing damage.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 15 (2d10 + 5) piercing damage.
Roar (Recharge 5–6). Richard lets loose a great roar.
Each creature within 30 feet must make a DC 15
Wisdom saving throw. On a failure, the target takes 27
(6d8) thunder damage and is frightened for one minute.
On a success, the target takes half damage and isn’t
frightened. On its turn, a frightened creature may spend
an action to make another attempt to save and end the
fear effect.
Cas
tleAmb
er–1
02
Se
phora Act
ions
Medium 1end (succubus), neutral evil Claw (Fiend Form Only).* Melee Weapon Attack: +7 to
Armor Class 16 (mage armor) hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing
Hit Points 104 (16d8 + 32) damage.
Speed 30 ft, Cy 60 ft. Charm. One humanoid Sephora can see within 30 feet
STR DEX CON INT WIS CHA must succeed on a DC 17 Wisdom saving throw or be
11 (+0) 17 (+3) 14 (+2) 15 (+2) 16 (+3) 20 (+5) magically charmed for 1 day. The charmed target obeys her
Damage Resistances* cold, .re, lightning, poison, verbal or telepathic commands. If the target suffers any
bludgeoning, piercing, and slashing from nonmagical harm or receives a suicidal command, it can repeat the
weapons saving throw, ending the effect on a success. If the target
Condition Immunities charmed successfully saves against the effect, or if the effect on it
Saving Throws Wisdom +7 Charisma +9 ends, the target is immune to tSephora’s Charm for the next
Skills Arcana +6, Deception +13, Insight +7, Persuasion 24 hours. Sephora can have only one target charmed at a
+13 Stealth +7 time. If she charms another, the effect on the previous
Senses darkvision 60 ft., passive Perception 13 target ends.
Languages Abyssal*, Common, Infernal*, Sylvan, telepathy Draining Kiss.* Sephora kisses a creature charmed by it or
60 ft. a willing creature. The target must make a DC 17
Challenge 10 (5,900xp) Constitution saving throw against this magic, taking 32
(5d10 + 5) psychic damage on a failed save, or half as
much damage on a successful one. The target’s hit point
Innate Spellcasting. Sephora’s innate spellcasting ability is
maximum is reduced by an amount equal to the damage
Charisma. She can innately cast the following spells (spell
taken. This reduction lasts until the target .nishes a long
save DC 17), requiring no material components:
rest. The target dies if this effect reduces its hit point
At will: arcane eye, invisibility, levitate, mage armor
maximum to 0.
(self only), silent image, speak with animals
Enchanted Sword of Sylaire. Melee Weapon Attack: +9 to
(1/day) conjure fey, 1nger of death, feeblemind,
hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing
freedom of movement
damage.
Spellcasting. Sephora is a 15th-level spellcaster. her
Fey Presence (Recharges after a Short or Long Rest).
spellcasting ability is Charisma (Spell save DC 17, +9 to
Sephora causes each creature in a 10-foot cube originating
hit with spell attacks). She regains expended spell slots
from her to make a DC 17 Wisdom saving throw. The
when she .nishes a short or long rest. She knows the
creatures that fail their saving throw are all charmed or
following warlock spells:
frightened by her (her choice) until the end of her next turn.
Cantrips (at will): edritch blast, mage hand, minor
Summon Blade. Sephora can use an action to summon the
illusion, prestidigitation
Enchanted Sword of Sylaire to her hand. It disappears if it is
1st – 5th-level (3 5th-level slots): blink, charm person,
more than 5 feet away from her for 1 minute or more. It
counterspell, dispel magic, dream, far step, greater
also disappears if she uses this ability again or if she
invisibility, hallucinatory terrain, hex, hold person,
dismisses the weapon (no action required).
scrying, sleep, witch bolt
Telepathic Bond.* Sephora ignores the range restriction on Re
act
ions
telepathy when communicating with a creature she has Misty Escape (Recharges after a Short or Long Rest). When
charmed. The two don’t even need to be on the same plane she takes damage, Sephora can use her reaction to turn
of existence. invisible and teleport up to 60 feet to an unoccupied space
Shapechanger.* Sephora can use her action to polymorph she can see. She remains invisible until the start of her next
into a Small or Medium humanoid, or back into her true turn or until she attacks or casts a spell.
form. Without wings, she loses her Cying speed. Other than Beguiling Defense. When another creature attempts to
her size and speed, her statistics are the same in each form. charm Sephora, she can use her reaction to attempt to turn
Any equipment she is wearing or carrying isn’t transformed. the charm back on that creature. The creature must succeed
She reverts to her true form if she dies. on a DC 17 Wisdom saving throw or be charmed by her for
1 minute or until the creature takes any damage.
Cas
tleAmb
er–1
03
Si
monAmb
er
32. Sanctum Sanctorum 6th-level (1 slot): harm, heal
Simon is a manipulator of others who has no sense of 7th-level (1 slot): divine word
empathy or mercy, though he is too clever for that to be Reaper. When Simon casts a necromancy cantrip that
obvious. He will attempt to bend the PCs to his will and will normally targets only one creature, the spell can
feign sympathy for the fact that they are stuck in the castle instead target two creatures within range and within 5
with his crazy family. feet of each other.
Divine Strike (1/turn). When Simon hits a creature
with a melee attack, he can deal extra 9 (2d8) necrotic
Si
monAmbe
r damage to the target, included below.
Medium humanoid (human), chaotic evil
Touch of Death (2/Day). When Simon hits a creature
Armor Class 19 (plate mail armor, ring of protection)
with a melee attack, he can deal extra 33 necrotic
Hit Points 99 (18d8 + 18)
damage to the target.
Speed 30 ft
Inescapable Destruction. Simon ignores resistance to
STR DEX CON INT WIS CHA necrotic damage.
12 (+1) 10 (+0) 13 (+1) 16 (+3) 20 (+5) 13 (+1)
Saving Throws Strength +2 Dexterity +1 Constitution Act
ions
+2 Intelligence +4 Wisdom +10 Charisma+5 Staff of the Python. Melee Weapon Attack: +5 to hit,
Skills Deception +5, History +7, Religion +7 reach 5 ft. one target. Hit: 4 (1d6 + 1) bludgeoning
Senses passive Perception 15 damage and 9 (2d8) necrotic damage or 5 (1d8 + 1)
Languages Common, Draconic, Elvish bludgeoning damage and 9 (2d8) necrotic damage if
Challenge 10 (5,900xp) used in two hands.
Spellcasting. Simon is a 14th-level spellcaster. His Warhammer. Melee Weapon Attack: +5 to hit, reach 5
spellcasting ability is Wisdom (Spell save DC 17, +9 to ft. one target. Hit: 5 (1d8 + 1) bludgeoning damage and
hit with spell attacks). He has prepared the following 9 (2d8) necrotic damage or 6 (1d10 + 1) bludgeoning
cleric spells: damage 9 (2d8) necrotic damage if used in two hands.
Cantrips (at will): chill touch, guidance, light,
sacred 3ame, thaumaturgy, toll the dead Simon carries a staff of the python. He wears a ring of
1st-level (4 slots): bane, cure wounds, in3ict protection and ornate, golden plate mail worth 2,500 gp.
wounds, false life guiding bolt, ray of sickness, His broom of 3ying is leaning up against the corner of the
sanctuary room.
2nd-level (3 slots): blindness/deafness, hold
person, ray of enfeeblement, spiritual weapon,
zone of truth
3nd level (3 slots): animate dead, bestow curse,
clairvoyance, dispel magic, spirit guardians,
vampiric touch
4th-level (3 slots): blight, death ward, divination,
guardian of faith
5th-level (2 slots): antilife shell, cloudkill, geas,
scrying
Cas
tleAmb
er–1
04
St
ephe
nAmb
er 15 Stephen may use a bonus action to cast a wizard
spell that has him as the target on his next turn. This
70. Stephen’s Crypt spell may not use a 9th-level spell slot.
Stephen feigns nonchalance, but he is deeply shaken by his 16 Stephen gains advantage on all saving throws until
death and resurrection. He is worried about his current na- the end of his next turn.
ture, and is unsure if he is still human. He only vaguely re- 17 Stephen gain 31 temporary hit points.
members his time as a ghost, but will act as though he 18 Stephen can use his reaction to immediately teleport
watched the PCs closely and treat them like old friends. to a space he can see within 60 ft.
PCs should really not .ght him. While he is favorably inclined 19 Until the end of his next turn, anyone who can see
towards them, he currently has a great fear of death and will Stephen that attempts to attack him, target him with a
not hesitate to simply kill anyone who threatens his life. In spell, or create an area effect on an area he is in
combat, he will shapechange into an ancient green dragon, a against his will must succeed on a DC 19 Wisdom
form which provides him with extraordinary physical capabili- saving throw or be unable to do so.
ties while still allowing him access to his spells. 20 Choose any one of the above.
Stephen’s rapier is an Arcane Blade +3. See Appendix D: New
Items. He wears a ring of feather falling on his left hand and a
ring of three wishes on his right.
Overwhelming Intensity. When Stephen casts a wizard spell,
he can use a bonus action to gain an additional random
effect (roll 1d20):
1 Stephen adds his Charisma modi.er (+3) to his AC
until the beginning of his next turn
2 Stephen can cast suggestion as an action on his next
turn without using a spell slot.
3 If Stephen is attacked and missed by a creature that is
within 10 feet of him and can see him before the start
of his next turn, that creature must succeed on a DC
19 Wisdom saving throw or be charmed or frightened
(William’s choice) until the end of their next turn.
4 f Stephen is successfully attacked by a creature that is
within 10 feet of him and can see him before the start
of his next turn, that creature must succeed on a DC
19 Charisma saving throw or take an amount of
psychic damage equal to half the damage it dealt to
Stephen (minimum 1).
5 Stephen has advantage on Wisdom (Perception) and
Intelligence (Investigation) checks until the end of his
next turn.
6 Stephen has advantage on Charisma skill checks until
the end of his next turn.
7 Stephen has advantage on Wisdom saving throws
until the end of his next turn.
8 Until the end of his next turn, Stephen does not
provoke attacks of opportunity.
9-10 Roll 1d8 twice and choose which effect to use
11-12 Choose an option 1-8 above
13 Stephen gains the effect of an enhance ability spell. It
lasts for one minute and does not require
concentration.
14 Stephen gains truesight until the beginning of his next
turn.
Cas
tleAmb
er–1
05
Cantrips (at will): 1re bolt, mage hand, message, minor
St
ephe
nAmb
er illusion, prestidigitation
Medium humanoid (human), neutral
1st-level (4 slots): chromatic orb, comprehend
Armor Class 18 (gold dragon scale mail) or 23 (with shield)
languages, detect magic, unseen servant
Hit Points 210 (30d8 + 90)
2nd-level (3 slots): detect thoughts, mirror image,
Speed 30 ft.
suggestion
STR DEX CON INT WIS CHA 3rd-level (3 slots): clairvoyance, blink, counterspell,
13 (+1) 16 (+3) 16 (+3) 22 (+6) 16 (+3) 17 (+3) dispel magic, 1reball, haste, tongues
Damage Resistance .re 4th-level (3 slots): polymorph, stoneskin, wall of 1re
Condition Immunities disease 5th-level (3 slots): cone of cold, dream, geas, scrying
Saving Throws Intelligence +11 Wisdom +8 6th-level (3 slots): disintegrate, true seeing
Skills Arcana +11, History +11, Insight +8, Persuasion +8 7th-level (3 slots): plane shift, teleport
Senses passive Perception 13 8th-level (2 slots): dominate monster, sunburst
Languages Common, Elvish, Dwar.sh, Giant, Goblin, 9th-level (1 slot): shapechange
Primordial, Sylvan Stephen also knows the following paladin spells. His
Challenge 15 (13,000xp) spellcasting ability for these spells is Charisma (Spell save
Channel Divinity. Once per short or long rest, Stephen can DC 16, +8 to hit with spell attacks). He casts these spells
use one of the following: using the spell slots listed above.
Champion Challenge. As a bonus action, he issues a 1st-level: command, compelled duel, cure wounds,
challenge to each creature of your choice that he can see protection from evil and good
within 30ft, forcing them to make a Wisdom saving throw. 2nd-level: branding smite, lesser restoration, locate
On a failed save, it can't willingly move more than 30ft object, warding bond, zone of truth
away from him.
Turn the Tide. As a bonus action, each creature of his Act
ions
choice that can hear him within 30ft regains hit points Lay on Hands. As an action, Stephen can heal wounds, cure
equal to 1d6 + 3 if it has no more than half of its hit diseases, or neutralize poisons by touch. Each day, he can
points. cure up to 25 points of damage. Curing a disease or
Divine Smite. When Stephen hits a creature with a melee neutralizing a poison is equivalent to healing 5 points of
weapon attack, he can expend one spell slot to deal radiant damage.
damage to the target, in addition to the weapon's damage. Multiattack. Stephen makes two rapier attacks. If he has his
The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 dagger drawn, he can also make a dagger attack.
for each spell-level higher than 1st, to a maximum of 5d8. Rapier +3. Melee Weapon Attack: +11 to hit, reach 5 ft., one
The damage increases by 1d8 if the target is an undead or a target. Hit: 10 (1d8+6) piercing damage. Critical Hit: 10
.end, to a maximum of 6d8 (1d8+6) piercing damage plus 18 (4d8) .re damage (Came
Magical Insight. Stephen has advantage on saving throws bolt).
against spells if he has the same spell prepared as a wizard Dagger +1. Melee or Ranged Weapon Attack: +9 to hit,
spell. reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4+4)
Misty Step. Stephen can cast misty step at will, teleporting piercing damage
30 ft. as a bonus action.
Overwhelming Intensity. When Stephen casts a wizard
Re
act
ions
Shield. Stephen can cast the shield spell at will as a reaction,
spell, he can use a bonus action to gain an additional
providing him with +5 to his armor class and giving him
random effect (roll 1d20) and see the table above on the
immunity to magic missiles.
previous page.
Signature Spells (1/Short rest). Stephen can cast tongues
and clairvoyance once each without using a spell slot.
Spellcasting. Stephen is a 22nd-level spellcaster. His
spellcasting ability is Intelligence (Spell save DC 19, +14 to
hit with spell attacks with Arcane Blade +3). He has
prepared the following wizard spells:
Cas
tleAmb
er–1
06
Thermis
tius
,theSun
Brothe
r
43. The Red Room
The
rmi
sti
us
Medium humanoid (sullox), lawful neutral
Armor Class 21 (plate and sun shield)
Hit Points 112 (15d8 + 45)
Speed 30 ft
STR DEX CON INT WIS CHA
19 (+4) 13 (+1) 16 (+3) 14 (+2) 15 (+2) 12 (+1)
Damage Immunities .re
Saving Throws Strength +7 Constitution +6
Skills Animal Handling +4 Athletics +7
Senses see invisibility, immune to illusions, passive
Perception 12
Languages Common, Primordial
Challenge 8 (3,900xp)
Brave. Thermistius has advantage on saving throws
against being frightened.
Brute. A melee weapon deals one extra die of its
damage when Thermistius hits with it (included in the
attack).
Indomitable (2/day): Thermistius rerolls a failed saving
throw.
Act
ions
Multiattack. Thermistius makes two longsword attacks.
Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 13 (2d8 + 4) slashing damage.
Flare Strike. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 13 (2d8 + 4) slashing damage and target
makes a successful DC 15 Constitution saving throw or
takes 14 (4d6) .re damage and is blinded until the end
of Thermistius’s next turn. A target making a successful
save takes half damage and is not blinded.
Re
act
ions
Burning Shield. When Thermistius is hit with a weapon
attack, he can spend his reaction to add 3 to his AC
against the next melee attack made against him before
the end of his next turn. If that attack misses, the attacker
takes 7 (2d6) .re damage.
Cas
tleAmb
er–1
07
green-tinged skin. When he is outside of his private areas, he
Wi
lli
amAmbe
r uses extended disguise self or alter self spells to assume his
Random Encounters – Castle Amber original appearance, that of a slight, bespectacled human with
short, curly hair.
William is a mad wizard who is obsessed with self-
In combat, William is a dangerous opponent. He will cast
transformation and his own immortality. His previous
blink and cloudkill, using his mobility and poison immunity to
experiments with trolls turned some of the hobgoblin servants
his advantage. If forced into melee, he will cast haste and
into thouls and created the troars in the indoor forest (see
drink his potion.
Appendix A: New Monsters). His latest obsession is
William carries a potion of hill giant strength – which raises
lycanthropy, and he has recently learned how to transmit the
his strength to 21 (+5) and scrolls of dispel magic and
curse under controlled conditions. His werewolf experimental
dimension door.
subjects have escaped, however, and he is searching for them.
William has transformed himself, granting him troll-like
resilience. This has resulted in his body having transformed,
giving him a disturbing, troll-like visage, including claws and
Cas
tleAmb
er–1
08
Gi
bbe
ris
h
Appendi
xC: 3rd-level enchantment
Casting Time 1 action
Charact
erOpt
ions
Range 90 feet
Components VS
Duration Concentration Up to 1 minute
Each creature in a 10-foot-radius sphere makes an
Ne
w Sp
ell
s Intelligence save. On a success, nothing happens. On a
failure, the creature loses the ability to speak, read, and
Ani
malHe
ad understand all language. It cannot cast spells with verbal
3rd-level transmutation components.
Casting Time 1 action At the end of each subsequent turn, it can make an
Range Touch Intelligence save. If it succeeds, the spell’s effects end for that
Components V S M (fur/feather/scale) creature.
Duration 8 hours Cleric, Bard, Sorcerer, Wizard
A willing creature’s head is transformed into that of a beast of
your choice. This does not affect the creature’s ability to
speak. WarlockPatron:Mab
ar,
The creature gains your choice of either darkvision to 60 ft.
or advantage on Wisdom (Perception) checks involving
TheEndles
sNi ght
smell. It also gains advantage on Charisma skill checks with Exp
ande
dSp
ellLi
st
beasts and humanoids that have similar heads. The following spells are added to the warlock spell list for
If the animal has a natural attack using a bite, horns, or other you.
head-based natural weapon the creature’s unarmed strikes
will then deal 1d8 damage of the most appropriate of Sp
ellLe
velSp
ell
s
bludgeoning, piercing, or slashing.
1 False Life, InCict Wounds
Druid, Ranger, Wizard
Bre
w 2 Gentle Repose, Silence
1st-level transmutation 3 Feign Death, Speak with Dead
Casting Time 1 minute
Range Touch 4 Evard’s Black Tentacles, Death Ward
Components V S M (herbs)
Duration 1 hour 5 Antilife Shell, Contagion
You infuse a vial of liquid with magic to brew a temporary
potion. When you create it, you decide upon its bene.t.
OneAmongt
heDe
ad
Choose one of the following: Starting at .rst level, you have resistance to necrotic damage.
• It provides advantage on a single attack roll. When In addition, if an undead targets you directly with an attack
you cast this spell you must choose whether it will or a harmful spell, it must make a Wisdom saving throw
apply to a melee weapon attack, a ranged weapon against your spell save DC. On a failed save, the creature
attack, a melee spell attack, or a ranged spell attack. must either choose a new target or choose to target no one
• It provides advantage on a single skill check of a with the attack or spell. The creature is immune to this effect
single skill chosen when you cast this spell. for 24 hours if it saves successfully or if you target it with an
• It provides advantage on a single saving throw of a attack or a harmful spell.
single attribute chosen when you cast this spell. In addition, you have advantage on Charisma (Persuasion)
The effect applies to the .rst roll of the chosen type taken by and Charisma (Intimidate) checks made to inCuence undead.
a creature after drinking the potion, provided that the spell’s St
rengt
hFromt
heLi
ving
duration has not expired. At 6th-level, when a creature within 20 feet of you takes
At higher levels: The spell lasts an additional 2 hours for necrotic damage, you may use your reaction to gain a
each slot level above .rst. number of temporary hit points equal to half the damage
Arti1cer, Druid, Wizard taken.
Once you use this feature, you can't use it again until you
.nish a short or long rest.
Cas
tleAmb
er–1
09
Wal
kingAwa
yfromDe
ath 5 You have advantage on Wisdom (Perception) and
At 10th-level, you gain advantage on death saving throws Intelligence (Investigation) checks until the end of
and saving throws against the effects of an undead’s melee your next turn.
attack, such as a ghoul’s paralyzing claws, a mummy’s 6 You have advantage on Charisma skill
rotting .st, and a wraith’s life drain. checks until the end of your next turn.
Darkne
ssCons
ume
s 7 You have advantage on Wisdom saving throws until
Starting at 14th-level, when you hit a creature with an attack, the end of your next turn.
you can use this feature to wrap the creature in the darkness 8 Until the end of your next turn, you do not provoke
of Mabar. The target takes 10d6 necrotic damage and must attacks of opportunity.
succeed at a Constitution saving throw or be blinded until
the end of your next turn. If the target is a humanoid and this Lab
ora
tor
yCas
ting
kills it, the target’s spirit rises as a specter in the space of its At 6th-level, your focus on experimentation allows you to
corpse or in the nearest unoccupied space. The specter is cast spells which you have in your spell book under
under the your control. You can have a maximum number of controlled conditions, whether or not you have them
specters under your control at one time that is equal to your prepared. To do so, you must spend an extra 10 minutes per
Charisma modi.er. Once you use this feature, you can't use spell level in casting time and you must have access to your
it again until you .nish a long rest. spell book. Unlike ritual casting, this method does require
the expenditure of spell slots. You may not use your highest
WizardArcaneTradi
tion: level spell slots to cast spells in this way. Once you use this
feature, you cannot do so again until you have completed a
Madness short rest or a long rest.
St
rangeVi
sage
Ove
rwhe
lmi
ngI
nte
nsi
ty Also at 6th-level, your bizarre experiments on yourself have
At 2nd-level, when you cast a wizard spell, you may use yielded unlikely results. Choose one of the following:
your bonus action to gain an additional effect. If you do, roll • You begin to age at half the normal rate and you
a d8. heal one extra hit point whenever you spend a hit
die to recover hit points during a rest.
1 Add your Charisma modi.er (minimum 1) to your • Your eyes become strange (slitted, a solid color,
AC until the beginning of your next turn glowing, etc.) and you gain darkvision to 60 ft.
• Your motion becomes unnatural-looking and
2 You may cast command as an action on your next
distinctive. Your movement increases by 5 ft. and
turn without using a spell slot. When you cast it in
you may substitute your Intelligence for Strength
this way, it counts as a wizard spell for you.
when you make Athletics checks related to
If you are 6th-level or higher, you may cast
movement (climbing, swimming, jumping, etc.).
suggestion without using a spell slot instead.
• Your skin takes on an unusual feature (scales, bony
3 If you are attacked and missed by a creature that is plates, a strange rubbery texture, etc.). When you
within 10 feet of you and can see you before the aren't wearing armor, your AC equals 13 + your
start of your next turn, that creature must make a Dexterity modi.er.
Wisdom saving throw against your wizard spell save • You gain claws, fangs, horns, tentacles, or some
DC. other natural weapon. You gain a melee weapon
Creatures that fail this saving throw are charmed or attack with a reach of 5 ft that deals 1d4 points of
frightened (your choice) until the end of their next damage. When you choose this feature, you choose
turn. whether it uses your Strength or Dexterity score and
whether it deals slashing, piercing, or bludgeoning
4 If you are successfully attacked by a creature that is
damage.
within 10 feet of you and can see you before the
start of your next turn, that creature must succeed Magi
calI
nsi
ght
on a Charisma saving throw against your At 10th-level, when you have a spell prepared, you have
spellcasting DC or take an amount of psychic advantage on saving throws against that spell if someone else
damage equal to half the damage it dealt to you casts it at you.
(minimum 1).
Cas
tleAmb
er–1
10
Foc
use
dInt
ens
ity your highest level spell slot (minimum 1).
At 14th-level, when you use your Overwhelming Intensity 16 You gain advantage on all saving throws until the
feature, you may roll on the following table instead end of your next turn.
17 You gain temporary hit points equal to your level
plus your Intelligence modi.er.
1 Add your Charisma modi.er (minimum 1) to your
18 You can use your reaction to immediately teleport to
AC until the beginning of your next turn
a space you can see within 60 ft.
2 You may cast command as an action on your next
19 Until the end of your next turn, anyone who can see
turn without using a spell slot. When you cast it in
you that attempts to attack you, target you with a
this way, it counts as a wizard spell for you.
spell, or create an area effect on an area you are in
If you are 6th-level or higher, you may cast
against your will must succeed on a Wisdom saving
suggestion without using a spell slot instead.
throw against your spellcasting DC or be unable to
3 If you are attacked and missed by a creature that is do so.
within 10 feet of you and can see you before the
20 Choose any one of the above.
start of your next turn, that creature must make a
Wisdom saving throw against your wizard spell save St
range
rVi
sage
DC.
Also at 14th-level, you may choose a second strange visage
Creatures that fail this saving throw are charmed or
option from the 6th-level feature or replace your .rst choice
frightened (your choice) until the end of their next
with one of the following:
turn.
• You begin to age at one-tenth the normal rate.
4 If you are successfully attacked by a creature that is Whenever you spend hit dice to recover hit points
within 10 feet of you and can see you before the during a rest, you may roll a number of d4s equal to
start of your next turn, that creature must succeed the hit dice spent.
on a Charisma saving throw against your • Your eyes become strange (slitted, a solid color,
spellcasting DC or take an amount of psychic glowing, etc.). You gain darkvision to 60 ft. and you
damage equal to half the damage it dealt to you have advantage on Wisdom (Perception) checks
(minimum 1). involving sight.
• Your motion becomes unnatural-looking and
5 You have advantage on Wisdom (Perception) and
distinctive. Your movement increases by 10 ft. and
Intelligence (Investigation) checks until the end of
you gain a climbing speed equal to your movement.
your next turn.
You may substitute your Intelligence for Strength
6 You have advantage on Charisma skill when you make Athletics checks related to
checks until the end of your next turn. movement (climbing, swimming, jumping, etc.).
7 You have advantage on Wisdom saving throws until • Your skin takes on an unusual feature (scales, bony
the end of your next turn. plates, a strange rubbery texture, etc.). When you
aren't wearing armor, your AC equals 13 + your
8 Until the end of your next turn, you do not provoke Dexterity modi.er. Choose slashing, piercing, or
attacks of opportunity. bludgeoning damage. You have resistance to attacks
9-10 Roll 1d8 twice and choose which effect to use of that damage type from nonmagical weapons.
• You gain claws, fangs, horns, tentacles, or some
11-12 Choose an option 1-8 above other natural weapon. You gain a melee weapon
attack with a reach of 5 ft that deals 1d6 points of
13 You gain the effect of an enhance ability spell cast damage and counts as a magical weapon. When
upon you. It lasts for one minute and does not you choose this feature, you choose whether it uses
require concentration. your Strength or Dexterity score and whether it deals
14 You gain truesight until the beginning of your next slashing, piercing, or bludgeoning damage.
turn. • You gain wings (insectoid, feathered, batlike, etc.)
and a Cy speed of 30 ft.
15 You may use a bonus action to cast a wizard spell
that has you as the target on your next turn. This
spell must use a spell slot at least one lower than
Cas
tleAmb
er–1
11
activated the rod, or an unoccupied space nearest that
Appe
ndi
xD:
New location.
Everything else that can be interacted with inside the
extraplanar space can exist only there. For example, an ever-
It
ems full decanter of wine taken from the banquet table
disappears if it is taken outside the extraplanar space.
Within Castle Amber, the rod can be used once every eight
Magi
cIt
ems hours. Otherwise, the rod can’t be used again until twelve
days have passed.
Ab
yss
alHorn
Wondrous item, very rare , 1. Foyer
You can use an action to blow this horn. Any demons who ArcanaSt
aff
hear this horn blown must make a DC 15 Charisma saving Weapon (staff), uncommon (+1), rare (+2), very rare (+3) (requires
throw or be banished, as the banishment spell, returning to attunement)
their plane of origin. If this is blown on the demon’s native An arcana staff is a multipurpose item. First, it is a magical
plane, demons within 60 ft. take 21 (6d6) points of thunder quarterstaff that carries a bonus on attack and damage equal
damage instead. to its bonus (+1 to +3). Second, it serves as an arcane focus.
Once this horn is used, it cannot be used again for 3d4 days. Third, when it is used to cast an attack spell, it confers the
These hunting horns are usually made of an unusual material same bonus to attack rolls for spells as it does for melee
such as amber or ebony. weapon attacks. In addition, if the attack spell is ranged, its
53. The Demon of Death range is doubled.
Random Encounters – Castle Amber, Isabel Amber
Al
armGe
m
Wondrous item, uncommon ArcaneBl
ade
This large piece of onyx is cut into a rectangular prism. It can Weapon (any sword), rare (+1), very rare (+2), legendary (+3) (requires
be used to cast the alarm spell. Once used in this way, it attunement)
cannot be used again until the next dawn. The alarm created An arcane blade can serve as an arcane focus in addition to
by this gem is always audible. being a magical sword that carries a bonus on attack and
17. A Crock of Crocs damage equal to its bonus (+1 to +3). When attuned by a
spellcaster and used to cast an attack spell, it confers the same
Amb
erRodofSe
curi
ty bonus to attack rolls for spells as it does for melee weapon
Rod, legendary attacks. In addition, if an attuned wielder succeeds on a
This rod appears to be made of pure amber. Close inspection critical hit when making a melee weapon attack with the
will reveal a tiny turtle, smaller than a Cy, that appears to be arcane blade, they can forgo the normal additional effect of a
living inside it, swimming back and forth within the solid rod critical hit and, instead, deliver the effects of an attack cantrip
with no apparent need of sustenance. While holding this they know in addition to the normal weapon damage.
rod, you can use an action to activate it. The rod then 70. Stephen’s Crypt, Stephen Amber
instantly transports you and up to 12 other willing creatures
you can see to an extraplanar space that takes the form of a BagofUne
ndi
ngNouri
shme
nt
Wondrous item, rare
large, circular room (40’ radius) with walls that appear to be
made of the same material as the rod. The room is richly This ordinary bag appears to be made of rough leather. It
appointed in the same style as Castle Amber. The room appears empty and weighs one pound. Reaching inside the
contains a banquet table set for the number of creatures bag, however, reveals the presence of a spherical fruit. The
within it, complete with ever-full pitchers of water, decanters Cavor of the fruit is random, but each fruit provides enough
of wine, and platters of food. Through the wall, a large turtle nourishment – both food and water – to sustain one person for
can be seen swimming by on occasion. one day. The bag can produce 2d4 + 2 fruits in each day. If a
For each hour spent in the room, a visitor regains hit points fruit is not eaten in one hour, it loses its magical properties.
as if it had spent 1 Hit Die. Also, time passes more slowly 35. Ballroom, Little Ape
within the room. One hour to visitors is only a minute
outside. Visitors can remain in the room for up to one day.
BoneDagge
r
Weapon (dagger), rare (requires attunement)
When the time runs out or you use an action to end it, all
visitors reappear in the location they occupied when you Bone daggers appear to be crudely carved from a bone –
possibly a human femur. When used by an attuned wielder,
Cas
tleAmb
er–1
12
the bone dagger receives a +1 bonus on both attacks and Magic. Once you cast a spell using Delver, you cannot do so
damage and deals 1d6 necrotic damage instead of a dagger’s again for 1 hour.
normal damage. Ooze<nder. Delver can detect oozes, slimes, and fungi to a
30. Chapel Library, Charles Amber range of 30 ft.
Sentience. Delver is a sentient lawful neutral weapon with an
CupofTrut
hsa
ying Intelligence of 13, a Wisdom of 12, and a Charisma of 8. It
Wondrous item, rare
has hearing and darkvision out to a range of 120 ft. The
Also called the cup of Truthseeing. Once per day, upon weapon can speak, read, and understand Common,
command, this cup will .ll with wine. Anyone who drinks this Dwarvish, and Giant.
wine gains advantage on Wisdom (Sense motive) checks for Personality. Delver was forged to .nd and recover lost
one hour and disadvantage on Charisma (Deception) checks artifacts – ideally to return them to their rightful owners or to
for the same time period. use them to bene.t society as a whole. Delver wants things to
38. Card Room be where they belong. Delver likes things neat and doesn’t
appreciate chaos. Oozes are gross.
De
epPocke
t Delver is opinionated on a wide variety of topics. It usually
Wondrous item, rare
thinks there is a right way to do something and is not shy
This belt pouch can hold up to 20 pounds of material, about condescendingly lecturing people about how they are
including objects up to four feet long, though anything placed doing things the wrong way.
into it needs to .t through the opening of a normal sized belt
8. Servants’ Quarters (Oozes!!!), 70. Stephen’s Crypt
pouch. It always weighs one pound, regardless of its contents.
Placing an object in the pocket follows the normal rules for Enchant
edSwordofSyl
aire
interacting with objects. Retrieving an item from it requires Weapon (longsword), legendary (requires attunement)
you to use an action. When you reach into the pocket for a This beautiful longsword provides a +2 bonus on both attack
speci.c item, the item is always magically on top. and damage rolls. It is extremely light and has the .nesse
The deep pocket has a few limitations. If it is overloaded, or if property. The blade itself never gets dirty, and an attuned
a sharp object pierces it or tears its exterior, the pocket wielder can spend an action to cleanse themselves of any
ruptures and is destroyed. If it is destroyed, its contents are .lth.
lost forever, although an artifact lost in this way always turns While you are holding the weapon, you may – if you are
up again somewhere. If the pocket is turned inside out, its attuned to it – cast the levitate spell on yourself, requiring no
contents spill forth, unharmed, and the pocket must be put material components. Once you do, this ability cannot be
right before it can be used again. If a breathing creature is used again until the next dawn.
placed within the pocket, the creature can survive for up to 10 58. The Enchanted Sword of Sylaire
minutes, after which time it begins to suffocate.
Placing the deep pocket inside an extradimensional space Fi
gurineofWondrousPowe
r–Amb
er
created by a bag of holding, portable hole, or similar item Phoenix
instantly destroys both items and opens a gate to the Astral Wondrous item, very rare (requires attunement)
Plane. The gate originates where the one item was placed
This amber statuette of a phoenix can become a giant eagle
inside the other. Any creature within 10 feet of the gate is
for 8 hours. The giant eagle can speak Common and
sucked through it and deposited in a random location on the
Primordial and has an alignment of chaotic neutral. It is
Astral Plane. The gate then closes. The gate is one-way only
immune to .re damage and appears to be on .re due to an
and can’t be reopened.
effect similar to continual 3ame. It provides bright light in a
48. The Brain Collector
40-foot radius and dim light for an additional 30 feet. Once it
De
lve
r has been used, it cannot be used again until four days have
Weapon (shortsword), legendary (requires attunement) passed.
From a distance, Delver’s blade looks like cut stone – crude 24. The Main Chapel, 70. Stephen’s Crypt, Amber Living Statue
for a weapon – but on closer inspection this is due to the
incredibly .ne etchings that are worked into the adamantine
blade.
You gain a +2 bonus to attack and damage rolls made when
using this weapon. In addition, it has the following properties:
Dungeoneer. While you hold delver, you can always retrace
your steps, even in the most convoluted of labyrinths. In
addition, you can spend an action to cast Find Traps or Detect
Cas
tleAmb
er–1
13
Fi
reGe
m Madne
ssGe
m
Wondrous item, very rare (attunement optional) Wondrous item, very rare (attunement optional)
This large, rough-cut ruby is warm to the touch. When you This large, diamond is faceted on one side and rough on the
possess the gem, you gain resistance to .re damage. You may other. When you possess the gem, you gain resistance to
optionally attune to the gem. If you do, you are able to use the psychic damage. You may optionally attune to the gem. If you
produce 3ame cantrip with Charisma as your spellcasting do, you are able to use the vicious mockery cantrip with
ability, as if you were a sorcerer. Charisma as your spellcasting ability, as if you were a sorcerer.
63. Fire 66. Third Guardian
Gol
denBow Mi
rrorofTrut
h
Weapon (shortbow), very rare (requires attunement) Wondrous item, very rare
This bow is made of some sort of golden-hued wood that The nature and properties of this hand-held mirror is obvious
glows softly, giving off dim light in a 10 foot radius. When to all who see it, as that is part of its enchantment. When a
used by someone attuned to it, this bow has the range of a creature looks into the mirror, only the truth can be seen:
longbow and arrows .red from it deal 2d8 radiant damage invisible creatures and objects are visible, visual illusions are
instead of their normal piercing damage. seen through, and the true form of shapechangers and those
70. Stephen’s Crypt transformed by magic is obvious. For other deceptions, such
as physical disguises, the viewer can automatically make an
He
alt
hGe
m Intelligence (Investigation) check, a Wisdom (Perception)
Wondrous item, very rare
check, or an appropriate saving throw. This check is made
This large, smooth sphere appears to be made of opal. When with advantage.
you possess the gem, you have advantage on saving throws 58. The Enchanted Sword of Sylaire
against diseases. You may optionally attune to the gem. If you
do, you have advantage on death saving throws. Pot
ionofRage
69. Fourth Guardian Potion, rare
This potion appears to be a Love Potion, and an identify spell
Li
ght
ningGe
m will show it to be such. When you drink this potion, you are
Wondrous item, very rare (attunement optional)
overcome by rage and compelled to attack the .rst creature
This large, rough-cut diamond has a bright blue streak running you see. At the end of each round, you may make a DC 15
through it. When you possess the gem, you gain resistance to Wisdom saving throw in order to stop yourself from attacking
lighting damage. You may optionally attune to the gem. If you the next round. If you fail three of these saving throws, you
do, you are able to use the lightning lure cantrip with may not make any more and you will continue to attack until
Charisma as your spellcasting ability, as if you were a sorcerer. your target is dead or one hour has passed.
62. First Guardian Random Encounters – Averoigne, Gilles Grenier
Lus
tingBl
ade Pot
ionofTi
meTra
vel
Weapon (rapier), very rare (requires attunement) Potion, legendary
This rapier provides a +1 bonus on attack and damage rolls. It The potion of time travel comes in two varieties: red and
is exceptionally light and anyone who attunes to it will be green. Red potions of time travel take the drinker into the past
pro.cient in its use. The above properties are all that will be while green potions take the drinker into the future. Each
revealed by examination or an identify spell. potion of time travel has a speci.c potency which can be
Curse. This sword is cursed, and becoming attuned to it controlled precisely by those who brew the potions.
extends the curse to you. As long as you remain cursed, you When you drink this potion you instantly disappear and, after
are unwilling to part with the sword, keeping it within reach a sensation of falling, you reappear in the same place at a
at all times. You also have disadvantage on attack rolls with different time.
weapons other than this one, unless no foe is within 60 feet of Random Encounters – Averoigne, 61. The Potion of Time Travel, Moriamis,
you that you can see or hear. Jehan Mauvaissoir, Azedarc
Once you enter combat, you will not stop .ghting until either
you or all enemies are dead. Each round you are in combat, Pot
ionoft
heWol
f
Potion, very rare
you must attack an enemy. If no enemies are in range of an
attack, you must move toward a random enemy. When you drink this potion, you assume the hybrid form of a
38. Card Room werewolf (p. 211 MM). While under the potion’s effects, you
may use your action to polymorph into the form of a wolf or
back into the hybrid form. You may also use your action to
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tleAmb
er–1
14
polymorph back into your original form, but this ends the
potion’s effect. While under the effect of the potion, you gain
Rodoft
heTyrant
Rod, very rare (requires attunement)
the following traits:
The Rod of the Tyrant is much like a Rod of Rulership.
Speed. 40 ft.
You can use an action to present the rod and command
Damage Immunities. bludgeoning, piercing, and slashing
obedience from each creature that you can see within 120
damage from non-magical weapons that aren’t silvered
feet of you. You cannot exclude creatures from this effect.
Keen Hearing and Smell. advantage on Wisdom (Perception)
Each target must succeed on a DC 15 Wisdom saving throw
checks that rely on hearing or smell.
or be charmed by you for 4 hours. Targets engaged in combat
Strength 15 (+2) if your strength score is not already higher
with you have advantage on this saving throw. Targets who
Armor Class. natural armor of +1
succeed on the saving throw are aware that there was an
Multiattack. In hybrid form, you make two attacks: one with
attempt made to charm them.
your bite and one with your claws.
While charmed in this way, the creature regards you as its
Attacks. A bite attack that does 1d8 piercing damage and a
rightful leader, but it does not necessarily like or trust you. If
claw attack (in hybrid form only) that does 2d4 slashing
harmed by you or your companions, a target automatically
damage. You cannot pass the curse of lycanthropy on.
makes an additional saving throw, ending the effect on a
The potion lasts until any one of the following occurs: you
success.
complete a short rest, you polymorph into your original form,
You may give orders to those who are charmed. While a
or 8 hours pass.
charmed target does not have to follow these orders, failure to
50. Alchemistry Laboratory
do so results in them taking 6d6 psychic damage, or half that
TheRi
ngofEi
bon damage on a successful DC 15 Wisdom saving throw. Taking
Ring, legendary (requires attunement) this damage does not end the charm effect. Once a target
“It was made of a redder gold than any that the Earth had takes this damage, however, it cannot take additional damage
yielded in latter cycles, and was set with a large purple gem, in this way until the next dawn.
somber and smoldering, whose like is no longer to be found.” When the charm effect ends, a target knows it was charmed.
While wearing this ring you can understand any written Once the rod is used, it can’t be used again until the next
language you can see, as if under the effect of a comprehend dawn.
languages spell. In addition The ring has 3 charges for the 34. Throne Room
following other properties. The ring regains 1d3 expended
charges daily at dawn.
St
one
bornGe
m
Wondrous item, very rare (attunement optional)
You can spend 1 minute and expend 2 charges to cast the
This large diamond is faceted on one side and rough on the
spell contact other plane.
other. When you possess the gem, you gain advantage on
You can spend 1 charge as an action to cast the spell locate
saving throws against petri.cation effects. You may optionally
creature.
attune to the gem. If you do, you are able to use the magic
You can spend 2 charges as an action to cast the spell
stone cantrip with Charisma as your spellcasting ability, as if
summon greater demon, but if you lose control of the
you were a sorcerer.
summoned demon, the ring will not regain charges the next
65. Second Guardian
day.
60. The Ring of Eibon, Luc le Chaudronnier SunShi
eld
Ri
ngofPl
antCont
rol Armor (shield), rare (requires attunement)
Ring, very rare (requires attunement) Sun shields are traditionally carried by members of the
Brotherhood of the Sun. These shields provide an extra +1
While you wear this ring you can move through dense plant
bonus to AC. They appear to be on .re, but are merely warm
growth without being slowed. You take no damage from
to the touch. They do, however, give off light as a torch.
thorns or other such natural, plant-based hazards and you
43. The Red Room, Thermistius, the Sun Brother
have advantage on saving throws against non-magical attacks
employed by plants. The ring has 3 charges, and it regains 1d3 Shockwa
veBoot
s
charges daily at dawn. You can cast the following spells from Wondrous item, rare
the ring by expending the necessary number of charges: These worn leather boots have three charges and regains 1d3
• Entangle (1 charge) expended charges each dawn. While wearing them, you can
• Plant Growth (2 charges) stamp your foot, expending one charge as a bonus action, to
• Speak with Plants (2 charges) deal 2d10 thunder damage to all creatures within 10 feet of
20. The Wild Hunt, Andrew David Amber you. When you do this, any creatures of medium size or
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smaller or unattended objects under 400 lbs that are within 5
feet of you are pushed away from you 5 feet. You may expend
Wa
terGe
m
Wondrous item, very rare (attunement optional)
additional charges to increase the damage dealt by 2d10 for
This large, diamond is faceted on one side and rough on the
each charge expended.
other. When you possess the gem, you gain a swim speed of
70. Stephen’s Crypt
20 feet. You may optionally attune to the gem. If you do, your
Si
lve
rbl
adeHal
berd swim speed becomes 40 feet.
Weapon (halberd), rare 68. Water
The blade of this halberd is made from magically strengthened
silver. You gain a +1 bonus to attack and damage rolls made
Wi
ldwoodBow
Weapon (any bow), uncommon
when using this weapon. Against lycanthropes, however, it is
This bow appears to be made of a living branch, with buds
somewhat more effective. When a lycanthrope is within 20 ft.
just beginning to appear. When you target a creature with this
of the halberd, the blade glows, illuminating a 20 ft. radius
bow, that creature gains no bene.t from cover provided by
with bright light and providing dim light for another 10 ft. A
living plants unless it is total cover.
lycanthrope within the radius of bright light has disadvantage
Random Encounters – Indoor Forest
on attacks against the wielder of the halberd.
36. Library, Claude Amber
Tar’
skai
,TheGre
atMaul MundaneEqui
pme
nt
Weapon (maul), legendary (requires attunement)
I
ronCl
aw
Tar’skai is an ancient adamantine weapon, dating back Martial melee weapon
thousands of years to the Dhakaani Empire.
Cost 25 gp
You gain a +1 bonus to attack and damage rolls made when
Damage 1d6 slashing
using this weapon. In addition, it has the following properties:
Weight 1 lb.
Staggering Power. When you use Tar’skai to make a killing
Properties .nesse, light
blow upon a creature, all of that creature’s allies within 10
feet of it must succeed on a DC 15 Strength saving throw or These bladed metal sheaths .t over the natural claws of
be knocked prone. tabaxi.
Pound to Dust. When used against objects, Tar’skai deals an
additional 3d6 thunder damage on a successful attack.
Sentience. Tar’skai is a sentient lawful evil weapon with an
Intelligence of 11, a Wisdom of 12, and a Charisma of 15. It
has hearing and darkvision out to a range of 60 ft. The
weapon communicates empathically, transmitting its emotions
to the creature carrying it.
Personality. Tar’skai is was forged to provide discipline to
powerful but unruly bugbears. Its focus is the dhakaaani
goblin concept of muut, which can be roughly translated as
honor in one’s duty. Its duty, of course, was to kill when
ordered to. Tar’skai does not understand mercy.
70. Stephen’s Crypt
Ve
nomGe
m
Wondrous item, very rare (attunement optional)
This large, rough-cut diamond has streaks of black and green
running through it. When you possess the gem, you gain
resistance to poison damage. You may optionally attune to the
gem. If you do, you are able to use the poison spray cantrip
with Charisma as your spellcasting ability, as if you were a
sorcerer.
64. Air
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er–1
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