D&D5e Deep Below Sharn
D&D5e Deep Below Sharn
BY CRAIG GRAUE
FOR FIFTH EDITION
DEEP BELOW SHARN
A ONE-SHOT ADVENTURE IN EBERRON
Content warnings: subterranean environment, small spaces, imprisonment, tentacles, acid pool
Credits Acknowledgments
Cover photo. Photo by Linus Sandvide. Used with A huge thank you to my wife and kids for allowing me the
permission from Unsplash.com. time and space to work on this project.
Layout. InDesign template used with permission from Thanks to Ashley Warren and the RPG Writer Workshop
Nathanaël Roux - http://www.barkalotdesigns.com. for helping me finally finish this adventure.
Cartography. Dungeon maps by Craig Graue. Thank you to my weekly D&D group for playtesting this
Interior art. All other interior art provided by Wizards of adventure and providing feedback.
the Coast and used with permission.
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica
and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild.
All other original material in this work is copyright 2020 by Craig Graue and published under the Community Content Agreement for Dungeon Masters Guild.
2
Introduction Background
This section provides an overview for the game master to A cult of Xoriat is operating out of a long-forgotten
understand the setting for both the adventure and the realm stronghold deep beneath the city of Sharn in Eberron. Built
of Eberron in Dungeons & Dragons. during the ancient Dhakaani Empire, it was clearly designed
to hold prisoners and torture them for information. The
head cultist, Varesh’tal, has repurposed the secluded location
Adventure Hook in the service of a daelkyr lord, Dyrrn the Corruptor. Dyrrn
The adventure opens with the party entranced and was among the original daelkyr from the plane of Xoriat that
imprisoned by a strange cult. A deranged wizard and a invaded Eberron during the time of the Dhakaani. They are
succubus charmed the party members somewhere in Sharn, credited with creating the original dolgrim, dolgaunt, and
likely in a tavern or secluded alley. Cultists brought them dolgarr by corrupting the goblinoids and destroying their
down to these ruins and placed them in their cell, hypnotized empire from within. However, Dyrrn was eventually sealed
by strange glowing orbs. The players will have to decide away in the depths of Khyber along with the rest of the
whether to confront the cult with a bunch of strangers, or daelkyr by the druidic orcs known as the Gatekeepers.
attempt to escape with their lives. Without any preamble, The ancient Dhakaani used heavy stone and byeshk metal
the game opens with each player making a Wisdom saving in their construction. Byeshk is a hard and dense metal used
throw to shake off the trance and get their bearings. by hobgoblins for making weapons that were very effective
in fighting the daelkyr. It is a rare metal with a purple sheen.
Now, the cult wishes to free the daelkyr lord from his
imprisonment by creating a new army of corrupted soldiers.
With this in mind, Varesh’tal enlisted the aid of a succubus
to charm unsuspecting victims and lead them down to
the stronghold to become fodder for his revolting rituals.
A warforged cult artificer is creating magic items to hold
the prisoners in their trance until the ritual is complete.
Varesh’tal is leeching energy from the plane of Xoriat and
turning prisoners into new dolgrims and dolgaunts, ready to
do their master’s bidding.
Legend
Read-Aloud Text: Text in these boxes are meant to be read
aloud to the players.
3
Part 1: Escape the Cell If the players identify the Hypnotic Orb, they receive the
item information found in the adventure appendix.
Escaping from the cell requires either picking the lock
M1. Holding Cells (DC 10) or breaking the byeshk metal door (AC 19, HP 27)
The players must make a DC 10 Wisdom saving throw away from the ancient crumbling stone with a successful DC
to free themselves from a trance and begin the game. The 10 Strength (Athletics) check. The cultists also carry a key
players who succeed on their roll wake up and are told to the cells.
the following: The players will notice that the stonework in the room is
clearly ancient. Where the walls crumble away, solid stone
As you open your eyes… or, were they already open? You is visible indicating they are in a subterranean structure.
couldn’t have been asleep, as you’re standing up straight. If they succeed with a DC 15 Intelligence (History) check,
You’re not sure where you are, and don’t recall how you got
the party may recognize the austere architecture as being
there, but this place is eerily quiet. The air smells stale as you
find yourself in an ancient carved stone holding cell, facing distinctly Dhakaani. The goblinoids of the ancient Dhakaani
a barred metal door with a purple sheen. Above the door in Empire were the first to settle the city of Sharn, then called
the cell is a glowing pink orb that slowly pulses brighter, then Ja’Shaarat. When the daelkyr invaded Eberron, the city was
dimmer. In the dim light, you see other figures around you destroyed and modern-day Sharn was built upon the ruins.
that appear to be in some sort of trance. Their eyes glow and
pulse along with the orb. Seeing this, you recall the last thing Other Cells
you remember - the eyes of that mysterious stranger flashing There are five other cell doors placed around the main room.
in a similar fashion. Two of the cells appear to be completely caved in beyond the
If no players succeed on the saving throw, feel free to doors. The other locked cells may contain other prisoners,
wake up the player with the highest roll, or have them roll similarly entranced by glowing orbs over the doors inside
again after a few moments. Players that remain charmed may the cells. However, the remaining prisoners are all unarmed
simply wake up if another player is shaking them or if they commoners, and are too afraid to confront the cultists or
take damage. If any players are immune to being charmed, scout the environment. They will gladly follow the party
they may have their hands tied with heavy rope, slowly at a safe distance once the danger has passed. In addition to
recovering from being knocked unconscious. the cell doors, there are two other doors along the northern
Soon after the first player wakes, they notice two cultists walls that seem to lead elsewhere into the structure.
(Basic Rules, page 163) emerge from a cell on the left (M1.2)
and walk around the corner to the right, heading toward the
Exit Door
The northwest door leading from the holding cells toward
Throne Room (M2). The cultists are wearing a silver circlet
the exit is made of solid wood (AC 15, HP 18) and is locked
on their heads with a small pink orb that pulses in a fashion
(easy, DC 10). The artificer in the portal room (M3) holds
similar to the one over the cell door. Walking behind each
the only key. The wood door is much newer than the ancient
cultist in a trance with glowing pink eyes are what appear to
stone and metal throughout the rest of the room. The cultists
be two commoners (Basic Rules, page 163), a male human
had to install this door recently, as the original metal door
innkeeper wearing an apron and a young female shifter. If
was removed at some point in history.
the cultists realize the party is awake, they will move to the
next room (M2) and alert the succubus & the other cultists.
Fire Door
As each player wakes, they notice that they have all of their
The smooth, heavy byeshk door on the northeastern wall
equipment and belongings. Perhaps whoever trapped them
leads to the next room (M2). The door is secretly hung in
here did not expect them to wake. Since the game puts the
reverse, and the true hinges are invisible. The door handle
party directly into the action, this might be a good time to
lies on the same side as the true hinges and won’t open when
have each player describe their characters as they wake up.
unlocked & pulled. The lock (DC 15) appears to be engaged,
Dimensions & Terrain. The cell (M1.1) is a 15 foot square
but does not actually lock the door. If a creature touches the
made entirely of carved stone, other than the metal cell door
door handle or lock, the inscribed heat metal spell causes 5
made with byeshk metal bars. There are torches mounted
(1d8) fire damage every 3 seconds while in contact. Pulling
on the walls in the main room casting light into the cell.
on the visible hinges on the opposite side will open the
Outside the cell, the room is 55 feet by 15 feet, with 15-foot-
door with a successful DC 15 Strength check. Attacking the
wide hallways extending from the northeast and northwest
metal door (AC 19, HP 27) with physical weapons makes a
corners. Around the perimeter of the room are a total of six
lot of noise, but will eventually give way from its crumbling
dungeon cells, including where the party begins.
stone frame. A successful DC 10 Intelligence (Investigation)
The glowing orb placed over the door inside the cell is a
check allows the players to find the invisible hinges and
Hypnotic Orb (see appendix), which has cast the hypnotic
realize what is going on. A successful DC 15 Intelligence
pattern spell on the party. Shattering the large glowing orb
(Investigation or Arcana) check allows the player to see the
(AC 10, HP 10) will break the trance for everyone in the cell.
magic runes inscribed inside the lock that causes the heat
If there are fewer than 4 players, a veteran (Basic Rules,
metal spell to trigger on contact with a creature.
page 403) is also present in the cell with them and may assist
the players in the adventure. Otherwise, the party is alone
in their cell.
4
Dhakaani Stronghold Map
Area Information
The dungeon has the following general features:
Dimensions and terrain. Ceilings are 20 feet high
throughout the structure. The crumbling walls and floor
are carved from the stone surrounding the subterranean
structure. Most of the doors and cell gates are made with
byeshk metal, with iron used for the torch sconces.
Light. No natural light penetrates this far below the
surface. However, all rooms are currently lit with dim light
from torches hung on the walls.
Sounds and smells. The air is thin and stale, with very little
wind from the outside ever finding its way in. It is eerily
quiet with the other prisoners still under a trance. Faint
footsteps may be heard deeper in the structure.
Dungeon Rooms
M1. Holding Cells
M2. Throne Room
M3. Portal Room
M4. Penitent Pit
M5. Front Gate
5
Part 2: Confront the Cult Drazilda, a succubus (Basic Rules, page 349), lounges in
a large, ornate armchair looking at the party as if she were
expecting their arrival. Two commoners are close to her,
M2. Throne Room seemingly entranced with pink glowing eyes. They are the
same two prisoners that were escorted past the party’s cell
Beyond the strange metal door, you find a large square earlier. There are also two cultists in the room, off to either
room with what appears to be the remains of ancient side, each maintaining the charm effect on the prisoners with
torture devices placed around the perimeter of the room.
their Crown of Intercepted Thoughts (see appendix).
Interspersed between them are cots & bedrolls, recently used
by the stronghold’s current residents. Neither the succubus or the cultists take action immediately,
allowing the party an opportunity for a social interaction.
You see a throne-like chair placed in the center of the room, Each cultist wears a Crown of Intercepted Thoughts,
clearly newer than its surroundings and somewhat out of used to take control of the charmed prisoners once under
place. Lounging atop the throne is a winged demonic creature the influence of Drazilda or Varesh’tal. The crowns do not
with a female humanoid form. Two villagers stand between allow the cultists to make the prisoners attack, only move
you and the succubus. One appears to be a human innkeeper them around for cover. If the prisoners take damage or are
wearing an apron and the other a young shifter girl. Flanked otherwise freed from the trance, they will likely attempt to
on either side of the dais are two robed cultists wearing silver
flee from the room. If a player identifies or attunes with one
circlets with glowing pink orbs.
of the crowns, they receive the information found in the
The demon watches you enter as if expecting you and speaks adventure appendix.
in a sultry voice. “What have we here? My little birds seem to
have escaped their nest. How unfortunate. Varesh’tal will not Drazilda
be pleased. No matter… let us put you back where you belong Succubus, medium fiend, neutral evil
to await your fate with the Slithering Lord.” Drazilda appears as a female humanoid with long, raven
black hair. However, her blood red skin, small horns, and
Dimensions & Terrain. Once beyond the door, the 15-foot-
large, leathery wings clearly mark her as a demon.
wide hallway continues for 30 ft. before opening up into a
Ideals. I long to live on the surface and enjoy all of the
larger room. This 45 ft. by 35 ft. room is made of the same
plush amenities the mortals have created. Perhaps if this
carved stone as the rest of the complex. The ceilings are
daelkyr lord corrupts them all, I’ll get to live the luxurious
20 feet high throughout. Strewn about the perimeter of
life I deserve.
the room are the remnants of ancient torture devices from
Flaws. I am quick to flee when outmatched. My survival is
the time of the Dhakaani. The hallway continues forward
all that really matters.
on the other side of the room for another 30 feet before
Drazilda enjoys chaos and power, both of which have
turning right.
been promised as a reward for her assistance. She has no real
loyalty to Varesh’tal or their master, but she will be difficult
to convince otherwise if the party demands her surrender
without a more enticing offer. During combat, the succubus
will typically open by attempting to charm one of the heroes
to protect her while the cultists control the prisoners with
their crowns. Using the crowns, the cultists are only able
to control the prisoners’ movement, keeping them close
to Drazilda to shield her from harm. As her self-interest
and survival are her only true concerns, she would not
fight to the death. If her health gets low, she would use her
etherealness action to slip away and leave the stronghold.
Optional challenge
If you are playing with a large party or the heroes are rolling
exceedingly well, two dolgrims (see appendix) may emerge
from the north hallway behind the throne to assist in the
battle. The dolgrims should also be present if the party
defeated the cultists near the holding cells.
Treasure
The cultists each carry a Crown of Intercepted Thoughts,
a key to the cell doors, and 2d8 gold each in their robes.
Drazilda wears a diamond necklace worth 100 GP.
6
M3. Portal to Xoriat there are also torches placed along the other walls. Much
like the others, this room is made entirely of carved stone
Around the corner, the stone walls and floor seem to glow that is now crumbling from age and neglect. The ancient
with an eerie purple haze. Across the large chamber is a small, debris has been cleared from the room, but this is where
but intensely glowing portal with ethereal tendrils attempting the Dhakaani wardens would sleep & eat while stationed to
to reach through it. Sounds of unintelligible whispers and guard the dungeon.
faint screams emanate from within the swirling circle of light.
Three other prisoners surround the portal, facing another Lair action
of those glowing pink orbs in a metal sconce on the wall.
On initiative count 20 (losing initiative ties), an ethereal
Silhouetted in front of the portal is a tall robed figure that
tendril reaches out from the portal and corrupts one
appears to be floating slightly off the ground, wielding a
wicked-looking staff. To the right of you is a warforged cultist sacrificial victim to fight the heroes. The first victims should
behind a work table, wearing intricate goggles and appears to be two small humanoids that turn into dolgrims. The third
be fiddling with a glass globe in their hands. victim is a medium humanoid that turns into a dolgaunt
with 16 HP. If a player is within 5 feet of the portal, and
The floating figure speaks in a smooth, booming voice, “What no other prisoners are available, they will need to make a
is the meaning of this intrusion?! You cannot stop what is DC 10 Wisdom saving throw to avoid being turned into
already unfolding. This world shall be remade in the image another dolgrim.
of the Corruptor himself! My Lord, lend me your power!
Destroy the interlopers!” Optional challenge
If the players still live at the end of the encounter and there
Varesh’tal is enough time remaining in your session, rather than
Changeling gender-fluid wizard, chaotic evil Varesh’tal going through the portal they will be held aloft
Varesh’tal is currently presenting as more masculine in in front of it and turned into a dolgaunt who continues to
their natural, pale white form. Their long, stark white hair assault the players. They no longer wield the staff during this
cascades over the shoulders of dark, swirling robes covering final stage.
the rest of their body.
Ideals. For too long, my people have hidden their true Treasure
selves amongst the mortal races. They take other forms and The players may claim the Staff of Charming dropped
pretend to fit in, only to deny who they truly are. I will be by Varesh’tal. With a successful DC 10 Intelligence
the one to free them from their shackles! (Investigation) check the players will find that the artificer
Flaws. I can be overconfident at times, relying on my also has a pouch containing 100 GP and an iron key that
ability to confuse and control others. opens the wooden door near the holding cells (M1).
Initiative begins immediately unless the players find a way
to move into the room undetected. Varesh’tal, a changeling
illusionist (see appendix), stands in front of the small portal.
They wield a Staff of Charming (Basic Rules, page 201) that
they will use to control the intruders. They also possess the
ability to levitate slightly off the floor, but cannot fly. Three
more prisoners also stand around the portal, entranced by a
Hypnotic Orb affixed to the back wall.
Varesh’tal is accompanied by a warforged artificer (see
appendix) who is responsible for constructing the crowns &
the glass orbs. As an artificer, you might role play their sleep
spell as throwing a glass alchemical vial and their fire bolt
is released from a metallic gauntlet on their wrist. They use
their goggles as the source of a light spell. Their work table
is covered with inert glass orbs, an unfinished silver circlet,
and various tools.
When Varesh’tal is defeated, they fall to the floor and
drop their staff. Shortly after they hit the ground, an
ethereal tendril lashes out from within the portal and grabs
Varesh’tal’s body. It is violently yanked toward the portal and
holds it aloft directly in front of the portal. For an instant,
Varesh’tal’s eyes appear to glow a bright pink before being
sucked through the portal with a dreadful tearing sound. The
portal then seals up behind them.
Dimensions & Terrain. The main part of this room is 35
feet by 35 feet, with smaller 20 feet by 20 feet alcoves off
to either side. The ceilings are 20 feet high. The portal is
bright enough to cast dim light throughout the room, but
7
Part 3: Flee the Stronghold If the players manage to cross the acid pool quietly without
using the bridge, all of the aberrations are in the entrance
corridor along with the encounter in M5. This would make
M4. Penitent Pit the encounter quite deadly. If this happens, you may wish
to remove the dolgaunt from the encounter unless you are
As you open the door, you are struck hard in the face with an playing with a larger party.
acrid, tangy stench that overpowers your senses. Opening
the door further reveals torches hung in a long corridor. The
firelight flickers in reflections on a giant pool of green liquid M5. Front Gate
running the full width of the corridor ahead of you. Far off
at the other end of the hall, you see a crumbling statue of Around the corner from the acid pit is a carved stone
what vaguely appears to be a hobgoblin wearing noble robes entrance hall with oversized metal double doors on the
and some sort of headdress. One arm seems to be extending opposite wall, barred with a heavy metal beam. Standing
toward you, but has broken off over the centuries. guard in front of the doors is a pale, lumbering creature with
unusually large forearms. The creature is accompanied by
Dimensions & Terrain. The floor extends 30 feet from the a hooded tiefling cultist wielding a pair of wicked daggers.
door before it gives way into a pit that is 20 feet deep. An He is also wearing a silver circlet on his head with a pink
empty wooden crate lies off to the left side on the ledge. The orb like the ones you saw on the cultists outside your cell.
pit runs the width of the long corridor (15 feet) and is 35 feet Upon seeing you he hisses, “The master is not finished
long. The bottom of the pit has smooth stone on all sides and with you yet!”
is filled with 10 feet of acid. Any creature in the acid takes 4 Dimensions & Terrain. Around the corner from the pit,
(1d6) acid damage per round. There are torches hung along this entry foyer is 40 ft. by 35 ft. and made of ancient carved
the corridor, illuminating the pit and the crumbling statue. stone like the rest of the complex. The ceilings are 20 feet
Beyond the pit, the hallway continues another 50 feet before high throughout. The solid byeshk double doors (AC 19, HP
turning left. The ceilings are 20 feet high throughout. 30) are barred with a heavy metal beam. A successful DC 15
A successful DC 12 Intelligence (History) check will Strength (Athletics) check will allow a player to lift the beam.
confirm that given the architecture and the subterranean Four torches around the walls light the room
location, this is most likely a statue of a former dhakaani A large dolgarr (see appendix) with pale, muscular
emperor. The symbol is meant to be a clue that the players flesh and arms like tree trunks guards the main entrance
should kneel on the platform in reverence to the emperor in to the stronghold. The aberration’s brute strength is used
order to find the secret switch for the bridge. to remove the heavy beam and allow passage through the
A successful DC 15 Wisdom (Perception) check in the solid byeshk metal doors. The creature is accompanied by
pit will reveal a smooth metal Pole of Collapsing (see Ishalak, a purple-skinned tiefling cult fanatic (Basic Rules,
appendix), currently collapsed, nestled beneath the acid along page 398). He is armed with a wicked Dagger of Venom
the corner where the floor meets the far wall. They would (Basic Rules, page 161) and wears a flowing brown robe
also notice a small stone switch under the floor overhang on with a Crown of Intercepted Thoughts on his head. He
the far side of the acid pit. currently has no prisoners under his control, so the crown’s
A successful DC 15 Intelligence (Investigation) check will orb is not glowing. Upon noticing the players, the cultist
allow the players to feel around under the overhang to find will immediately activate his dagger’s poison ability before
the secret switch. If they decide to kneel down or specifically engaging in combat.
look around the floor, reduce the DC to 10. Pressing the
switch will send ancient gears powered by magic whirring Ishalak
into motion and extending a stone bridge, 5 feet wide, Male tiefling, chaotic evil
toward the players from the far side of the pit. Unlike tieflings of other realms, some Eberron tieflings are
Extending the stone bridge is extremely loud and will alert touched by the outer planes rather than born of demonic
the guards at the front gate. Once alerted, the players will be influence. Ishalak was born near a Xoriat manifest zone,
assaulted by an emaciated humanoid figure with empty eye and has heard the whispers of the daelkyr in his mind since
sockets known as a dolgaunt (see appendix). Large, fleshy childhood. He could no longer hold them at bay when he was
tendrils extrude from the dolgaunt’s upper body as it moves summoned here to help Varesh’tal. While he is not here of
intently toward the party. It is joined by two dolgrims that his own free will, his madness drives him to comply.
emerge from around the far corner in the entrance hall.
These creatures are squat and gray, wielding weapons and a Optional challenge
shield in each of their four arms. The dolgaunt has a longer If the party did not yet engage the cult in the other path,
reach and will likely allow one of the dolgrims to cross the two more cultists will join the fight from behind after two
bridge toward the party first. One dolgrim may remain on rounds of combat. They hear the noise from the stone bridge
the far side and attack at range. moving and are sent to investigate.
If the players have too much difficulty finding the bridge
mechanism, the dolgrim squad could come around the corner Treasure
proactively and the dolgaunt would trigger the mechanism The players may claim the fallen cultist’s Dagger of Venom.
from the other side with one of its tendrils. He also holds a pouch containing 50 GP.
8
Conclusion Appendix
This adventure is designed to be modular and fit the length
of your gaming session. There are a few outcomes that are
likely to occur, outlined here.
Items
Confrontation Path Outcome Hypnotic Orb
If your party decides to confront the cultists and defeat
Wondrous item, rare
Varesh’tal, but only have time to complete one path, you may
A 6-inch sphere of glass (AC 10, HP 10) glows with pulsing
wish to give an epilogue of what transpires next. Once they
pink energy. Once every 10 minutes, it will cast the hypnotic
felt ready to continue, the party would have to find a way
pattern spell in a 15 foot square that lasts for 10 minutes.
to traverse an acid pool and defeat the aberrations guarding
Each creature in the area who sees the pattern must make a
the gate before leading the other prisoners to freedom. They
DC 15 Wisdom saving throw. On a failed save, the creature
might find interesting treasure along the way, but would
becomes charmed for the duration. While charmed by this
they all survive?
spell, the creature is incapacitated and has a speed of 0.
Escape Path Outcome The spell ends for an affected creature if it takes any
If your party instead decides to escape the stronghold damage or if someone uses an action to shake the creature
directly, you may wish to share an epilogue of the party out of its stupor. The spell ends if the glass is broken.
Custom Item
returning with reinforcements. Once they make their way
to the authorities in Sharn, the party might return with a
regiment of the King’s Swords to defeat the mad cultist, Crown of Intercepted Thoughts
Varesh’tal, and their minions. A mighty battle would ensue, Wondrous item, rare (requires attunement)
but the party would ultimately prevail and close the portal to A thin silver circlet has a small pink orb set in the front of
Xoriat for good. the crown. As an action, the wearer of this crown may take
control of a charmed humanoid within 20 feet. Placing a
Full Adventure Outcome creature under control in this way continuously extends the
Even if your party manages to defeat the cult and fight charmed condition while the wearer is concentrating. As a
their way out of the front gate to escape, where do they bonus action, the wearer may issue simple mental commands
go next? The stronghold is located far beneath the city of to the controlled creature, limited to movement. If the target
Sharn near a section of the Cogs known as Khyber’s Gate. takes damage or is instructed to do something that would
This is a tenement district largely controlled by a monstrous harm itself, the charm ends. Destroying or removing the
criminal organization known as Daask. If the party manages crown releases a charmed creature from the wearer’s control
to navigate the ancient tunnels to find their way out, what and dispels the charmed condition.
dangers await them in Khyber’s Gate? If they become lost Custom Item
even further, what manner of scavengers or vermin might
await them in the sewers? If you have time left in your Dagger of Venom
session, consider running a skill challenge for the group to Weapon (dagger), rare
navigate their way out and find the authorities. You gain a +1 bonus to attack and damage rolls made with
this magic weapon.
You can use an action to cause thick, black poison to coat
the blade. The poison remains for 1 minute or until an attack
using this weapon hits a creature. That creature must succeed
on a DC 15 Constitution saving throw or take 2d10 poison
damage and become poisoned for 1 minute. The dagger can’t
be used this way again until the next dawn.
Proficiency with a dagger allows you to add your
proficiency bonus to the attack roll for any attack you
make with it.
Basic Rules, page 161
Pole of Collapsing
Wondrous item, common
While holding this 10-foot pole, you can use an action to
speak a command word and cause it to collapse into a 1-foot-
long rod, for ease of storage. The pole’s weight doesn’t
change. You can use an action to speak a different command
word and cause the rod to revert to a pole; however, the rod
will elongate only as far as the surrounding space allows.
Xanathar’s Guide to Everything, page 138
9
Creatures
This appendix provides statistics for monsters that do not Warforged Artificer
appear in the Monster Manual or Basic Rules.
(Spellcaster - Mage)
Medium humanoid, neutral evil
Varesh’tal (Illusionist) —
Armor Class 13 (Leather + Warforged)
Medium humanoid (changeling), chaotic evil Hit Points 12 (2d8+3)
Speed 30 ft.
—
Armor Class 12 (15 With Mage Armor) —
STR DEX CON INT WIS CHA
Hit Points 38 (7d8 + 7) 10 (+0) 12 (+1) 10 (+0) 15 (+2) 14 (+2) 13 (+1)
Speed 30 ft.
— —
Saving Throws WIS +6
STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 13 (+1) 16 (+3) 11 (+0) 12 (+1) Skills Arcana +4, Investigation +4, Religion +4
Senses Passive Perception 12
—
Saving Throws INT +5, WIS +2 Languages Common, plus one of your choice
Skills Arcana +5, History +5 Challenge 1 (200 XP)
Senses Passive Perception 10 —
Languages any four languages Spellcasting (Mage). The spellcaster’s spellcasting ability is
Challenge 3 (700 XP) Intelligence (spell save DC 12, +4 to hit with spell attacks). The
spellcaster has following wizard spells prepared:
—
Spellcasting. The illusionist is a 7th-level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 13, +5 to hit Cantrips (at will): fire bolt, light
with spell attacks). The illusionist has the following wizard 1st level (2 slots): sleep
spells prepared:
Actions
Cantrips (at will): dancing lights, mage hand, minor illusion, Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft.,
poison spray one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8)
1st level (4 slots): color spray,* disguise self,* mage armor, bludgeoning damage if used with two hands.
magic missile
2nd level (3 slots): invisibility,* mirror image,* phantasmal force* Dragon of Icespire Peak
3rd level (3 slots): major image,* phantom steed*
4th level (1 slot): phantasmal killer*
Actions —
Senses Darkvision 60 ft., Passive Perception 10
Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5 ft., one Languages Deep Speech, Goblin
target. Hit: 2 (1d6 – 1) bludgeoning damage, or 3 (1d8 – 1) Challenge 1/2 (100 XP)
bludgeoning damage if used with two hands. —
Dual Consciousness. The dolgrim has advantage on saving
Xanathar’s Guide to Everything, page 138 throws against being blinded, charmed, deafened, frightened,
stunned, and knocked unconscious.
Actions
Multiattack. The dolgrim makes three attacks.
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Dolgaunt Dolgarr
Medium aberration, lawful evil Large aberration, neutral evil
—
Armor Class 16 (Unarmored Defense) —
Armor Class 16 (natural armor)
Hit Points 33 (6d8 + 6) Hit Points 110 (12d10 + 44)
Speed 30 ft. Speed 30 ft.
—
STR DEX CON INT WIS CHA —
STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 12 (+1) 13 (+1) 14 (+2) 11 (+0) 20 (+5) 14 (+2) 16 (+3) 7 (-2) 16 (+3) 11 (+0)
—
Skills Acrobatics +6, Perception +4, Stealth +6 —
Saving Throws STR +8, CON +6
Condition Immunities Blinded Skills Athletics +8
Senses Blindsight 120 ft. (blind beyond this radius), Passive Senses passive Perception 13
Perception 14 Languages Deep Speech, Goblin
Languages Deep Speech, Goblin Challenge 5 (1,800 XP)
Challenge 3 (700 XP)
—
Berserk Rage. The first time the dolgarr goes below half of its
—
Evasion. If the dolgaunt is subjected to an effect that allows it hit points, it gains 5 temporary hit points and makes a Meaty Fist
to make a Dexterity saving throw to take only half damage, the attack at the nearest enemy. This ability resets after a short or
dolgaunt instead takes no damage if it succeeds on the saving long rest.
throw, and only half damage if it fails. It can’t use this trait if
it’s incapacitated. Actions
Unarmored Defense. While the dolgaunt is wearing no armor Multiattack. The dolgarr makes two melee attacks with its fists.
and wielding no shield, its AC includes its Wisdom modifier.
Meaty Fist. Melee Weapon Attack: +8 to hit, reach 10 ft., one
target. Hit: 14 (2d8 + 5) bludgeoning damage.
Actions
Multiattack. The dolgaunt makes two tentacle attacks and two Reactions
unarmed strikes. Up to two tentacle attacks can be replaced by
Foe-Hurler. When the dolgarr hits the same target successfully
Vitality Drain.
with both Meaty Fist attacks on a turn, the target is pushed
Tentacle. Melee Weapon Attack: +6 to hit, reach 15 ft., one away 15 ft. and falls prone. If the target is pushed into a second
target. Hit: 7 (1d6 + 4) bludgeoning damage. The target is creature, the first target stops and the second creature makes
grappled (escape DC 12) if it is a Large or smaller creature. Until a DC 15 Dexterity saving throw. On a failed save, the second
this grapple ends, the dolgaunt can’t use the same tentacle on creature also takes 14 (2d8 + 5) bludgeoning damage and is
another target. The dolgaunt has two tentacles. knocked prone.
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Player Map
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