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478876-ScarabOfDeath DMCompanion v1.0

This companion booklet provides adjusted monster statistics for an 8th level group running the Scarab of Death adventure. It summarizes that Nabulee now has boots of speed and a cloak of the bat. It then provides condensed stat blocks for weaker versions of the clone golem, specter, hound wraith, and will-o'-wisp monsters. It also includes a full stat block for Mortimer Yorman.
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© © All Rights Reserved
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0% found this document useful (0 votes)
57 views11 pages

478876-ScarabOfDeath DMCompanion v1.0

This companion booklet provides adjusted monster statistics for an 8th level group running the Scarab of Death adventure. It summarizes that Nabulee now has boots of speed and a cloak of the bat. It then provides condensed stat blocks for weaker versions of the clone golem, specter, hound wraith, and will-o'-wisp monsters. It also includes a full stat block for Mortimer Yorman.
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
Download as pdf or txt
Download as pdf or txt
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Scarab of Death

Companion Booklet
APL 8
Scaling the Adventure ACTIONS
Multiattack. The golem makes two slam attacks.
When running the adventure for a group of 8th
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one
level characters, you should apply the following target. Hit: 13 (2d8 + 4) bludgeoning damage.
changes.

Page 24 - Solving the Mystery Specter


Medium undead, chaotic evil
Nabulee has a pair of boots of speed and a cloak
of the bat instead of a sword of sharpness and a Armor Class 12
HP 22 (5d8)
cloak of arachnida in his vault. Speed 0 ft., fly 50 ft. (hover)
STR DEX CON INT WIS CHA
Monster Statistics 1 (−5) 14 (+2) 11 (+0) 10 (+0) 10 (+0) 11 (+0)

When running the adventure for a group of 8th Damage Resistances acid, cold, fire, lightning, thunder;
level characters, you should use the monster bludgeoning, piercing, and slashing from nonmagical
statistics below. Note that some creatures are attacks
weaker than in the original adventure. Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, grappled,
paralyzed, petrified, poisoned, prone, restrained,
Clone golem unconscious
Medium construct, unaligned Senses darkvision 60 ft., passive Perception 10
Languages understands Common but can’t speak
Armor Class 9 Challenge 1 (200 XP)
Hit Points 93 (11d8 + 44)
Speed 30 ft. Incorporeal Movement. The specter can move through
other creatures and objects as if they were difficult terrain.
STR DEX CON INT WIS CHA
It takes 5 (1d10) force damage if it ends its turn inside an
19 (+4) 9 (-1) 18 (+4) 12 (+1) 10 (+0) 15 (+2) object.
Skills Deception +5, Insight +3 Sunlight Sensitivity. While in sunlight, the specter
Damage Immunities lightning, poison; bludgeoning, has disadvantage on attack rolls, as well as on Wisdom
piercing, and slashing from nonmagical attacks that aren’t (Perception) checks that rely on sight.
adamantine
Condition Immunities charmed, exhaustion, frightened, Actions
paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 10 Life Drain. Melee Spell Attack: +4 to hit, reach 5 ft., one
Languages Common creature. Hit: 10 (3d6) necrotic damage. The target must
Challenge 5 (1,800 XP) succeed on a DC 10 Constitution saving throw or its hit
point maximum is reduced by an amount equal to the
Aversion of Fire. If the golem takes fire damage, it has damage taken. This reduction lasts until the creature
disadvantage on attack rolls and ability checks until the end finishes a long rest. The target dies if this effect reduces its
of its next turn. hit point maximum to 0.
Deceitful. The clone golem has advantage on his Charisma
(Deception) checks when pretending to be the person
whose body parts were used to create it.
Immutable Form. The golem is immune to any spell or
effect that would alter its form.
Lightning Absorption. Whenever the golem is subjected to
lightning damage, it takes no damage and instead regains a
number of hit points equal to the lightning damage dealt.
Magic Resistance. The golem has advantage on saving
throws against spells and other magical effects.
Magic Weapons. The golem’s weapon attacks are magical.
Mind Link. The clone golem and his creature can
communicate telepathically with each other for as long as
they are on the same plane.

2
Cantrips (at-will): chill touch, light, mage hand, minor
Wraith Hound illusion, shocking grasp
Medium undead, neutral evil
1st level (4 slots): burning hands, disguise self, shield, sleep
Armor Class 13
2nd level (3 slots): acid arrow, misty step, ray of
HP 67 (9d8 + 27)
enfeeblement, rope trick
Speed 0 ft., fly 60 ft. (hover)
3rd level (3 slots): dispel magic, fear, haste, lightning bolt
STR DEX CON INT WIS CHA 4th level (3 slots): dimension door, wall of fire
6 (−2) 16 (+3) 16 (+3) 7 (-2) 14 (+2) 15 (+2)
5th level (1 slot): cone of cold, modify memory
Damage Resistances acid, cold, fire, lightning, thunder; 6th level (0 slots): disintegrate
bludgeoning, piercing, and slashing from nonmagical 7th level (0 slots): finger of death
attacks that aren’t silvered
8th level (0 slots): maze
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, grappled,
paralyzed, petrified, poisoned, prone, restrained
Actions
Senses darkvision 60 ft., passive Perception 12 Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft.,
Languages — one creature. Hit: 4 (1d8) bludgeoning damage.
Challenge 5 (1,800 XP)

Incorporeal Movement. The hound wraith can move Will-o’-Wisp


through other creatures and objects as if they were difficult Tiny undead, chaotic evil
terrain. It takes 5 (1d10) force damage if it ends its turn Armor Class 19
inside an object. HP 22 (9d4)
Keen Hearing and Smell. The hound wraith has advantage Speed 0 ft., fly 50 ft. (hover)
on Wisdom (Perception) checks that rely on hearing or
STR DEX CON INT WIS CHA
smell.
1 (−5) 28 (+9) 10 (+0) 13 (+1) 14 (+2) 11 (+0)
Sunlight Sensitivity. While in sunlight, the hound wraith
has disadvantage on attack rolls, as well as on Wisdom Damage Immunities lightning, poison
(Perception) checks that rely on sight. Damage Resistances acid, cold, fire, necrotic, thunder;
bludgeoning, piercing, and slashing from nonmagical
Actions attacks
Condition Immunities exhaustion, grappled, paralyzed,
Life Draining Bite. Melee Weapon Attack: +6 to hit, reach poisoned, prone, restrained, unconscious
5 ft., one creature. Hit: 21 (4d8 + 3) necrotic damage. The Senses darkvision 120 ft., passive Perception 12
target must succeed on a DC 14 Constitution saving throw Languages the languages it knew in life
or its hit point maximum is reduced by an amount equal Challenge 2 (450 XP)
to the damage taken. This reduction lasts until the target
finishes a long rest. The target dies if this effect reduces its Consume Life. As a bonus action, the will-o’-wisp can target
hit point maximum to 0. one creature it can see within 5 feet of it that has 0 hit
points and is still alive. The target must succeed on a DC 10
Constitution saving throw against this magic or die. If the
Mortimer Yorman target dies, the will-o’-wisp regains 10 (3d6) hit points.
Medium humanoid (human), neutral evil
Ephemeral. The will-o’-wisp can’t wear or carry anything.
Armor Class 14 (bracers of defense)
Hit Points 112 (15d8 + 45) Incorporeal Movement. The will-o’-wisp can move through
Speed 30 ft. other creatures and objects as if they were difficult terrain.
It takes 5 (1d10) force damage if it ends its turn inside an
STR DEX CON INT WIS CHA object.
11 (+0) 15 (+2) 17 (+3) 19 (+4) 11 (+0) 8 (-1)
Variable Illumination. The will-o’-wisp sheds bright light in
Saving Throws Int +7, Wis +3 a 5- to 20-foot radius and dim light for an additional number
Skills Arcana +7, Perception +3 of feet equal to the chosen radius. The will-o’-wisp can alter
Senses passive Perception 13 the radius as a bonus action.
Languages Common, Draconic
Challenge 6 (2,300 XP) Actions
Shock. Melee Spell Attack: +4 to hit, reach 5 ft., one
Spellcasting. Mortimer is a 15th-level spellcaster. His
creature. Hit: 9 (2d8) lightning damage.
spellcasting ability is Intelligence (spell save DC 15, +7 to
hit with spell attacks). When the PCs encounter Mortimer, Invisibility. The will-o’-wisp and its light magically become
he has already used some of his higher level spell slots. He invisible until it attacks or uses its Consume Life, or until its
has the following wizard spells prepared: concentration ends (as if concentrating on a spell).

3
APL 9
Scaling the Adventure ACTIONS
Multiattack. The golem makes two slam attacks.
When running the adventure for a group of 9th
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one
level characters, you should apply the following target. Hit: 16 (2d10 + 5) bludgeoning damage.
changes.

Page 24 - Solving the Mystery Specter


Medium undead, chaotic evil
Nabulee has a pair of boots of speed instead of a
sword of sharpness in his vault. Armor Class 12
HP 22 (5d8)
Speed 0 ft., fly 50 ft. (hover)
Monster Statistics STR DEX CON INT WIS CHA
1 (−5) 14 (+2) 11 (+0) 10 (+0) 10 (+0) 11 (+0)
When running the adventure for a group of 9th
level characters, you should use the monster Damage Resistances acid, cold, fire, lightning, thunder;
statistics below. Note that some creatures are bludgeoning, piercing, and slashing from nonmagical
weaker than in the original adventure. attacks
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, grappled,
Clone golem paralyzed, petrified, poisoned, prone, restrained,
Medium construct, unaligned unconscious
Senses darkvision 60 ft., passive Perception 10
Armor Class 12 (natural)
Languages understands Common but can’t speak
Hit Points 102 (12d8 + 48)
Challenge 1 (200 XP)
Speed 30 ft.
STR DEX CON INT WIS CHA Incorporeal Movement. The specter can move through
20 (+5) 11 (+0) 18 (+4) 12 (+1) 10 (+0) 15 (+2) other creatures and objects as if they were difficult terrain.
It takes 5 (1d10) force damage if it ends its turn inside an
Skills Deception +5, Insight +3 object.
Damage Immunities lightning, poison; bludgeoning, Sunlight Sensitivity. While in sunlight, the specter
piercing, and slashing from nonmagical attacks that aren’t has disadvantage on attack rolls, as well as on Wisdom
adamantine (Perception) checks that rely on sight.
Condition Immunities charmed, exhaustion, frightened,
paralyzed, petrified, poisoned
Actions
Senses darkvision 60 ft., passive Perception 10
Languages Common Life Drain. Melee Spell Attack: +4 to hit, reach 5 ft., one
Challenge 6 (2,300 XP) creature. Hit: 10 (3d6) necrotic damage. The target must
succeed on a DC 10 Constitution saving throw or its hit
Aversion of Fire. If the golem takes fire damage, it has point maximum is reduced by an amount equal to the
disadvantage on attack rolls and ability checks until the end damage taken. This reduction lasts until the creature
of its next turn. finishes a long rest. The target dies if this effect reduces its
Deceitful. The clone golem has advantage on his Charisma hit point maximum to 0.
(Deception) checks when pretending to be the person
whose body parts were used to create it.
Immutable Form. The golem is immune to any spell or
effect that would alter its form.
Lightning Absorption. Whenever the golem is subjected to
lightning damage, it takes no damage and instead regains a
number of hit points equal to the lightning damage dealt.
Magic Resistance. The golem has advantage on saving
throws against spells and other magical effects.
Magic Weapons. The golem’s weapon attacks are magical.
Mind Link. The clone golem and his creature can
communicate telepathically with each other for as long as
they are on the same plane.

4
Cantrips (at-will): chill touch, light, mage hand, minor
Wraith Hound illusion, shocking grasp
Medium undead, neutral evil
1st level (4 slots): burning hands, disguise self, shield, sleep
Armor Class 13
2nd level (3 slots): acid arrow, misty step, ray of
HP 67 (9d8 + 27)
enfeeblement, rope trick
Speed 0 ft., fly 60 ft. (hover)
3rd level (3 slots): dispel magic, fear, haste, lightning bolt
STR DEX CON INT WIS CHA 4th level (3 slots): dimension door, wall of fire
6 (−2) 16 (+3) 16 (+3) 7 (-2) 14 (+2) 15 (+2)
5th level (2 slots): cone of cold, modify memory
Damage Resistances acid, cold, fire, lightning, thunder; 6th level (1 slot): disintegrate
bludgeoning, piercing, and slashing from nonmagical 7th level (0 slot): finger of death
attacks that aren’t silvered
8th level (0 slot): maze
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, grappled,
paralyzed, petrified, poisoned, prone, restrained
Actions
Senses darkvision 60 ft., passive Perception 12 Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft.,
Languages — one creature. Hit: 4 (1d8) bludgeoning damage.
Challenge 5 (1,800 XP)

Incorporeal Movement. The hound wraith can move Will-o’-Wisp


through other creatures and objects as if they were difficult Tiny undead, chaotic evil
terrain. It takes 5 (1d10) force damage if it ends its turn Armor Class 19
inside an object. HP 22 (9d4)
Keen Hearing and Smell. The hound wraith has advantage Speed 0 ft., fly 50 ft. (hover)
on Wisdom (Perception) checks that rely on hearing or
STR DEX CON INT WIS CHA
smell.
1 (−5) 28 (+9) 10 (+0) 13 (+1) 14 (+2) 11 (+0)
Sunlight Sensitivity. While in sunlight, the hound wraith
has disadvantage on attack rolls, as well as on Wisdom Damage Immunities lightning, poison
(Perception) checks that rely on sight. Damage Resistances acid, cold, fire, necrotic, thunder;
bludgeoning, piercing, and slashing from nonmagical
Actions attacks
Condition Immunities exhaustion, grappled, paralyzed,
Life Draining Bite. Melee Weapon Attack: +6 to hit, reach poisoned, prone, restrained, unconscious
5 ft., one creature. Hit: 21 (4d8 + 3) necrotic damage. The Senses darkvision 120 ft., passive Perception 12
target must succeed on a DC 14 Constitution saving throw Languages the languages it knew in life
or its hit point maximum is reduced by an amount equal Challenge 2 (450 XP)
to the damage taken. This reduction lasts until the target
finishes a long rest. The target dies if this effect reduces its Consume Life. As a bonus action, the will-o’-wisp can target
hit point maximum to 0. one creature it can see within 5 feet of it that has 0 hit
points and is still alive. The target must succeed on a DC 10
Constitution saving throw against this magic or die. If the
Mortimer Yorman target dies, the will-o’-wisp regains 10 (3d6) hit points.
Medium humanoid (human), neutral evil
Ephemeral. The will-o’-wisp can’t wear or carry anything.
Armor Class 14 (bracers of defense)
Hit Points 112 (15d8 + 45) Incorporeal Movement. The will-o’-wisp can move through
Speed 30 ft. other creatures and objects as if they were difficult terrain.
It takes 5 (1d10) force damage if it ends its turn inside an
STR DEX CON INT WIS CHA object.
11 (+0) 15 (+2) 17 (+3) 19 (+4) 11 (+0) 8 (-1)
Variable Illumination. The will-o’-wisp sheds bright light in
Saving Throws Int +7, Wis +3 a 5- to 20-foot radius and dim light for an additional number
Skills Arcana +7, Perception +3 of feet equal to the chosen radius. The will-o’-wisp can alter
Senses passive Perception 13 the radius as a bonus action.
Languages Common, Draconic
Challenge 7 (2,900 XP) Actions
Shock. Melee Spell Attack: +4 to hit, reach 5 ft., one
Spellcasting. Mortimer is a 15th-level spellcaster. His
creature. Hit: 9 (2d8) lightning damage.
spellcasting ability is Intelligence (spell save DC 15, +7 to
hit with spell attacks). When the PCs encounter Mortimer, Invisibility. The will-o’-wisp and its light magically become
he has already used some of his higher level spell slots. He invisible until it attacks or uses its Consume Life, or until its
has the following wizard spells prepared: concentration ends (as if concentrating on a spell).

5
APL 10
Scaling the Adventure Specter
Medium undead, chaotic evil
The adventure is optimized for a group of four
Armor Class 12
10th level characters. You can use the module as HP 22 (5d8)
written with PCs of this level. Speed 0 ft., fly 50 ft. (hover)
STR DEX CON INT WIS CHA
Monster Statistics 1 (−5) 14 (+2) 11 (+0) 10 (+0) 10 (+0) 11 (+0)

When running the adventure for a group of 10th Damage Resistances acid, cold, fire, lightning, thunder;
level characters, you should use the monster bludgeoning, piercing, and slashing from nonmagical
statistics below. attacks
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, grappled,
Clone golem paralyzed, petrified, poisoned, prone, restrained,
unconscious
Medium construct, unaligned
Senses darkvision 60 ft., passive Perception 10
Armor Class 12 (natural) Languages understands Common but can’t speak
Hit Points 102 (12d8 + 48) Challenge 1 (200 XP)
Speed 30 ft.
Incorporeal Movement. The specter can move through
STR DEX CON INT WIS CHA other creatures and objects as if they were difficult terrain.
20 (+5) 11 (+0) 18 (+4) 12 (+1) 10 (+0) 15 (+2) It takes 5 (1d10) force damage if it ends its turn inside an
Skills Deception +5, Insight +3 object.
Damage Immunities lightning, poison; bludgeoning, Sunlight Sensitivity. While in sunlight, the specter
piercing, and slashing from nonmagical attacks that aren’t has disadvantage on attack rolls, as well as on Wisdom
adamantine (Perception) checks that rely on sight.
Condition Immunities charmed, exhaustion, frightened,
paralyzed, petrified, poisoned Actions
Senses darkvision 60 ft., passive Perception 10
Life Drain. Melee Spell Attack: +4 to hit, reach 5 ft., one
Languages Common
creature. Hit: 10 (3d6) necrotic damage. The target must
Challenge 7 (2,900 XP)
succeed on a DC 10 Constitution saving throw or its hit
Aversion of Fire. If the golem takes fire damage, it has point maximum is reduced by an amount equal to the
disadvantage on attack rolls and ability checks until the end damage taken. This reduction lasts until the creature
of its next turn. finishes a long rest. The target dies if this effect reduces its
hit point maximum to 0.
Deceitful. The clone golem has advantage on his Charisma
(Deception) checks when pretending to be the person
whose body parts were used to create it. Wraith Hound
Immutable Form. The golem is immune to any spell or Medium undead, neutral evil
effect that would alter its form.
Armor Class 13
Lightning Absorption. Whenever the golem is subjected to HP 67 (9d8 + 27)
lightning damage, it takes no damage and instead regains a Speed 0 ft., fly 60 ft. (hover)
number of hit points equal to the lightning damage dealt.
Magic Resistance. The golem has advantage on saving STR DEX CON INT WIS CHA
throws against spells and other magical effects. 6 (−2) 16 (+3) 16 (+3) 7 (-2) 14 (+2) 15 (+2)
Magic Weapons. The golem’s weapon attacks are magical. Damage Resistances acid, cold, fire, lightning, thunder;
Mind Link. The clone golem and his creature can bludgeoning, piercing, and slashing from nonmagical
communicate telepathically with each other for as long as attacks that aren’t silvered
they are on the same plane. Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, grappled,
ACTIONS paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 12
Multiattack. The golem makes two slam attacks.
Languages —
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one Challenge 5 (1,800 XP)
target. Hit: 21 (3d10 + 5) bludgeoning damage.

6
Incorporeal Movement. The hound wraith can move
through other creatures and objects as if they were difficult
Will-o’-Wisp
Tiny undead, chaotic evil
terrain. It takes 5 (1d10) force damage if it ends its turn
inside an object. Armor Class 19
HP 22 (9d4)
Keen Hearing and Smell. The hound wraith has advantage
Speed 0 ft., fly 50 ft. (hover)
on Wisdom (Perception) checks that rely on hearing or
smell. STR DEX CON INT WIS CHA
Sunlight Sensitivity. While in sunlight, the hound wraith 1 (−5) 28 (+9) 10 (+0) 13 (+1) 14 (+2) 11 (+0)
has disadvantage on attack rolls, as well as on Wisdom
Damage Immunities lightning, poison
(Perception) checks that rely on sight.
Damage Resistances acid, cold, fire, necrotic, thunder;
bludgeoning, piercing, and slashing from nonmagical
Actions attacks
Life Draining Bite. Melee Weapon Attack: +6 to hit, reach Condition Immunities exhaustion, grappled, paralyzed,
5 ft., one creature. Hit: 21 (4d8 + 3) necrotic damage. The poisoned, prone, restrained, unconscious
target must succeed on a DC 14 Constitution saving throw Senses darkvision 120 ft., passive Perception 12
or its hit point maximum is reduced by an amount equal Languages the languages it knew in life
to the damage taken. This reduction lasts until the target Challenge 2 (450 XP)
finishes a long rest. The target dies if this effect reduces its
hit point maximum to 0. Consume Life. As a bonus action, the will-o’-wisp can target
one creature it can see within 5 feet of it that has 0 hit
points and is still alive. The target must succeed on a DC 10
Mortimer Yorman Constitution saving throw against this magic or die. If the
Medium humanoid (human), neutral evil target dies, the will-o’-wisp regains 10 (3d6) hit points.
Armor Class 14 (bracers of defense) Ephemeral. The will-o’-wisp can’t wear or carry anything.
Hit Points 112 (15d8 + 45) Incorporeal Movement. The will-o’-wisp can move through
Speed 30 ft. other creatures and objects as if they were difficult terrain.
STR DEX CON INT WIS CHA It takes 5 (1d10) force damage if it ends its turn inside an
11 (+0) 15 (+2) 17 (+3) 19 (+4) 11 (+0) 8 (-1) object.
Saving Throws Int +7, Wis +3 Variable Illumination. The will-o’-wisp sheds bright light in
Skills Arcana +7, Perception +3 a 5- to 20-foot radius and dim light for an additional number
Senses passive Perception 13 of feet equal to the chosen radius. The will-o’-wisp can alter
Languages Common, Draconic the radius as a bonus action.
Challenge 8 (3,900 XP)
Actions
Spellcasting. Mortimer is a 15th-level spellcaster. His Shock. Melee Spell Attack: +4 to hit, reach 5 ft., one
spellcasting ability is Intelligence (spell save DC 15, +7 to creature. Hit: 9 (2d8) lightning damage.
hit with spell attacks). He has the following wizard spells
Invisibility. The will-o’-wisp and its light magically become
prepared:
invisible until it attacks or uses its Consume Life, or until its
Cantrips (at-will): chill touch, light, mage hand, minor concentration ends (as if concentrating on a spell).
illusion, shocking grasp
1st level (4 slots): burning hands, disguise self, shield, sleep
2nd level (3 slots): acid arrow, misty step, ray of
enfeeblement, rope trick
3rd level (3 slots): dispel magic, fear, haste, lightning bolt
4th level (3 slots): dimension door, wall of fire
5th level (2 slots): cone of cold, modify memory
6th level (1 slot): disintegrate
7th level (1 slot): finger of death
8th level (1 slot): maze

Actions
Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one creature. Hit: 4 (1d8) bludgeoning damage.

7
APL 11
Lightning Absorption. Whenever the golem is subjected to
Scaling the Adventure lightning damage, it takes no damage and instead regains a
When running the adventure for a group of 11th number of hit points equal to the lightning damage dealt.
level characters, you should apply the following Magic Resistance. The golem has advantage on saving
throws against spells and other magical effects.
changes.
Magic Weapons. The golem’s weapon attacks are magical.
Page 21 - B1. Atrium Mind Link. The clone golem and his creature can
The party encounters eight specters instead of communicate telepathically with each other for as long as
they are on the same plane.
five.
ACTIONS
Page 22 - B6. Washhouse Multiattack. The golem makes two slam attacks.
The party encounters three hound wraiths Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one
instead of two. target. Hit: 21 (3d10 + 5) bludgeoning damage.

Page 23 - B11. Attic Specter


The PCs encounter eight will-o’-wisps instead of Medium undead, chaotic evil
four. Armor Class 12
HP 22 (5d8)
Speed 0 ft., fly 50 ft. (hover)
Monster Statistics
STR DEX CON INT WIS CHA
When running the adventure for a group of 11th 1 (−5) 14 (+2) 11 (+0) 10 (+0) 10 (+0) 11 (+0)
level characters, you should use the monster
statistics below. Note that some creatures are Damage Resistances acid, cold, fire, lightning, thunder;
stronger than in the original adventure. bludgeoning, piercing, and slashing from nonmagical
attacks
Damage Immunities necrotic, poison
Clone golem Condition Immunities charmed, exhaustion, grappled,
Medium construct, unaligned paralyzed, petrified, poisoned, prone, restrained,
unconscious
Armor Class 12 (natural) Senses darkvision 60 ft., passive Perception 10
Hit Points 102 (12d8 + 48) Languages understands Common but can’t speak
Speed 30 ft. Challenge 1 (200 XP)
STR DEX CON INT WIS CHA
Incorporeal Movement. The specter can move through
20 (+5) 11 (+0) 18 (+4) 12 (+1) 10 (+0) 15 (+2) other creatures and objects as if they were difficult terrain.
Skills Deception +5, Insight +3 It takes 5 (1d10) force damage if it ends its turn inside an
Damage Immunities lightning, poison; bludgeoning, object.
piercing, and slashing from nonmagical attacks that aren’t Sunlight Sensitivity. While in sunlight, the specter
adamantine has disadvantage on attack rolls, as well as on Wisdom
Condition Immunities charmed, exhaustion, frightened, (Perception) checks that rely on sight.
paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 10 Actions
Languages Common
Challenge 7 (2,900 XP) Life Drain. Melee Spell Attack: +4 to hit, reach 5 ft., one
creature. Hit: 10 (3d6) necrotic damage. The target must
Aversion of Fire. If the golem takes fire damage, it has succeed on a DC 10 Constitution saving throw or its hit
disadvantage on attack rolls and ability checks until the end point maximum is reduced by an amount equal to the
of its next turn. damage taken. This reduction lasts until the creature
finishes a long rest. The target dies if this effect reduces its
Deceitful. The clone golem has advantage on his Charisma hit point maximum to 0.
(Deception) checks when pretending to be the person
whose body parts were used to create it.
Immutable Form. The golem is immune to any spell or
effect that would alter its form.

8
Cantrips (at-will): chill touch, light, mage hand, minor
Wraith Hound illusion, shocking grasp
Medium undead, neutral evil
1st level (4 slots): burning hands, disguise self, shield, sleep
Armor Class 13
2nd level (3 slots): acid arrow, misty step, ray of
HP 67 (9d8 + 27)
enfeeblement, rope trick
Speed 0 ft., fly 60 ft. (hover)
3rd level (3 slots): dispel magic, fear, haste, lightning bolt
STR DEX CON INT WIS CHA 4th level (3 slots): dimension door, wall of fire
6 (−2) 16 (+3) 16 (+3) 7 (-2) 14 (+2) 15 (+2)
5th level (2 slots): cone of cold, modify memory
Damage Resistances acid, cold, fire, lightning, thunder; 6th level (1 slot): disintegrate, globe of invulnerability
bludgeoning, piercing, and slashing from nonmagical 7th level (1 slot): finger of death
attacks that aren’t silvered
8th level (1 slot): maze
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, grappled,
paralyzed, petrified, poisoned, prone, restrained
Actions
Senses darkvision 60 ft., passive Perception 12 Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Languages — one creature. Hit: 4 (1d8) bludgeoning damage.
Challenge 5 (1,800 XP)

Incorporeal Movement. The hound wraith can move Will-o’-Wisp


through other creatures and objects as if they were difficult Tiny undead, chaotic evil
terrain. It takes 5 (1d10) force damage if it ends its turn Armor Class 19
inside an object. HP 22 (9d4)
Keen Hearing and Smell. The hound wraith has advantage Speed 0 ft., fly 50 ft. (hover)
on Wisdom (Perception) checks that rely on hearing or
STR DEX CON INT WIS CHA
smell.
1 (−5) 28 (+9) 10 (+0) 13 (+1) 14 (+2) 11 (+0)
Sunlight Sensitivity. While in sunlight, the hound wraith
has disadvantage on attack rolls, as well as on Wisdom Damage Immunities lightning, poison
(Perception) checks that rely on sight. Damage Resistances acid, cold, fire, necrotic, thunder;
bludgeoning, piercing, and slashing from nonmagical
Actions attacks
Condition Immunities exhaustion, grappled, paralyzed,
Life Draining Bite. Melee Weapon Attack: +6 to hit, reach poisoned, prone, restrained, unconscious
5 ft., one creature. Hit: 21 (4d8 + 3) necrotic damage. The Senses darkvision 120 ft., passive Perception 12
target must succeed on a DC 14 Constitution saving throw Languages the languages it knew in life
or its hit point maximum is reduced by an amount equal Challenge 2 (450 XP)
to the damage taken. This reduction lasts until the target
finishes a long rest. The target dies if this effect reduces its Consume Life. As a bonus action, the will-o’-wisp can target
hit point maximum to 0. one creature it can see within 5 feet of it that has 0 hit
points and is still alive. The target must succeed on a DC 10
Constitution saving throw against this magic or die. If the
Mortimer Yorman target dies, the will-o’-wisp regains 10 (3d6) hit points.
Medium humanoid (human), neutral evil
Ephemeral. The will-o’-wisp can’t wear or carry anything.
Armor Class 14 (bracers of defense)
Hit Points 120 (16d8 + 48) Incorporeal Movement. The will-o’-wisp can move through
Speed 30 ft. other creatures and objects as if they were difficult terrain.
It takes 5 (1d10) force damage if it ends its turn inside an
STR DEX CON INT WIS CHA object.
11 (+0) 15 (+2) 17 (+3) 20 (+5) 11 (+0) 8 (-1)
Variable Illumination. The will-o’-wisp sheds bright light in
Saving Throws Int +9, Wis +4 a 5- to 20-foot radius and dim light for an additional number
Skills Arcana +9, Perception +4 of feet equal to the chosen radius. The will-o’-wisp can alter
Senses passive Perception 14 the radius as a bonus action.
Languages Common, Draconic
Challenge 10 (5,900 XP) Actions
Magic Resistance. Mortimer has advantage on saving Shock. Melee Spell Attack: +4 to hit, reach 5 ft., one
throws against spells and other magical effects. creature. Hit: 9 (2d8) lightning damage.
Spellcasting. Mortimer is a 15th-level spellcaster. His Invisibility. The will-o’-wisp and its light magically become
spellcasting ability is Intelligence (spell save DC 17, +9 to invisible until it attacks or uses its Consume Life, or until its
hit with spell attacks). He has the following wizard spells concentration ends (as if concentrating on a spell).
prepared:

9
APL 12
Deceitful. The clone golem has advantage on his Charisma
Scaling the Adventure (Deception) checks when pretending to be the person
When running the adventure for a group of 12th whose body parts were used to create it.
level characters, you should apply the following Immutable Form. The golem is immune to any spell or
effect that would alter its form.
changes.
Lightning Absorption. Whenever the golem is subjected to
lightning damage, it takes no damage and instead regains a
Page 21 - B1. Atrium number of hit points equal to the lightning damage dealt.
The party encounters eight specters instead of
Magic Resistance. The golem has advantage on saving
five. throws against spells and other magical effects.
Magic Weapons. The golem’s weapon attacks are magical.
Page 22 - B6. Washhouse Mind Link. The clone golem and his creature can
The party encounters three hound wraiths communicate telepathically with each other for as long as
instead of two. they are on the same plane.

ACTIONS
Page 23 - B10. Mortimer’s Room
The PCs also find a pair of boots of winterlands Multiattack. The golem makes two slam attacks.
in Mortimer’s chest, in addition to all the other Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one
magic items and valuables. target. Hit: 21 (3d10 + 5) bludgeoning damage.

Page 23 - B11. Attic Specter


The PCs encounter eight will-o’-wisps instead of Medium undead, chaotic evil
four. Armor Class 12
HP 22 (5d8)
Speed 0 ft., fly 50 ft. (hover)
Monster Statistics STR DEX CON INT WIS CHA
When running the adventure for a group of 12th 1 (−5) 14 (+2) 11 (+0) 10 (+0) 10 (+0) 11 (+0)
level characters, you should use the monster
Damage Resistances acid, cold, fire, lightning, thunder;
statistics below. Note that some creatures are bludgeoning, piercing, and slashing from nonmagical
stronger than in the original adventure. attacks
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, grappled,
Clone golem paralyzed, petrified, poisoned, prone, restrained,
Medium construct, unaligned unconscious
Armor Class 13 (natural) Senses darkvision 60 ft., passive Perception 10
Hit Points 127 (15d8 + 60) Languages understands Common but can’t speak
Speed 30 ft. Challenge 1 (200 XP)

STR DEX CON INT WIS CHA Incorporeal Movement. The specter can move through
20 (+5) 11 (+0) 18 (+4) 12 (+1) 10 (+0) 15 (+2) other creatures and objects as if they were difficult terrain.
It takes 5 (1d10) force damage if it ends its turn inside an
Skills Deception +5, Insight +3 object.
Damage Immunities lightning, poison; bludgeoning,
piercing, and slashing from nonmagical attacks that aren’t Sunlight Sensitivity. While in sunlight, the specter
adamantine has disadvantage on attack rolls, as well as on Wisdom
Condition Immunities charmed, exhaustion, frightened, (Perception) checks that rely on sight.
paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 10 Actions
Languages Common Life Drain. Melee Spell Attack: +4 to hit, reach 5 ft., one
Challenge 8 (3,900 XP) creature. Hit: 10 (3d6) necrotic damage. The target must
succeed on a DC 10 Constitution saving throw or its hit
Aversion of Fire. If the golem takes fire damage, it has point maximum is reduced by an amount equal to the
disadvantage on attack rolls and ability checks until the end damage taken. This reduction lasts until the creature
of its next turn. finishes a long rest. The target dies if this effect reduces its
hit point maximum to 0.

10
Cantrips (at-will): chill touch, light, mage hand, minor
Wraith Hound illusion, shocking grasp
Medium undead, neutral evil
1st level (4 slots): burning hands, disguise self, shield, sleep
Armor Class 13
2nd level (3 slots): acid arrow, misty step, ray of
HP 67 (9d8 + 27)
enfeeblement, rope trick
Speed 0 ft., fly 60 ft. (hover)
3rd level (3 slots): dispel magic, fear, haste, lightning bolt
STR DEX CON INT WIS CHA 4th level (3 slots): dimension door, wall of fire
6 (−2) 16 (+3) 16 (+3) 7 (-2) 14 (+2) 15 (+2)
5th level (2 slots): cone of cold, modify memory
Damage Resistances acid, cold, fire, lightning, thunder; 6th level (1 slot): disintegrate, globe of invulnerability
bludgeoning, piercing, and slashing from nonmagical 7th level (1 slot): finger of death, teleport
attacks that aren’t silvered
8th level (1 slot): maze
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, grappled,
paralyzed, petrified, poisoned, prone, restrained
Actions
Senses darkvision 60 ft., passive Perception 12 Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Languages — one creature. Hit: 4 (1d8) bludgeoning damage.
Challenge 5 (1,800 XP)

Incorporeal Movement. The hound wraith can move Will-o’-Wisp


through other creatures and objects as if they were difficult Tiny undead, chaotic evil
terrain. It takes 5 (1d10) force damage if it ends its turn Armor Class 19
inside an object. HP 22 (9d4)
Keen Hearing and Smell. The hound wraith has advantage Speed 0 ft., fly 50 ft. (hover)
on Wisdom (Perception) checks that rely on hearing or
STR DEX CON INT WIS CHA
smell.
1 (−5) 28 (+9) 10 (+0) 13 (+1) 14 (+2) 11 (+0)
Sunlight Sensitivity. While in sunlight, the hound wraith
has disadvantage on attack rolls, as well as on Wisdom Damage Immunities lightning, poison
(Perception) checks that rely on sight. Damage Resistances acid, cold, fire, necrotic, thunder;
bludgeoning, piercing, and slashing from nonmagical
Actions attacks
Condition Immunities exhaustion, grappled, paralyzed,
Life Draining Bite. Melee Weapon Attack: +6 to hit, reach poisoned, prone, restrained, unconscious
5 ft., one creature. Hit: 21 (4d8 + 3) necrotic damage. The Senses darkvision 120 ft., passive Perception 12
target must succeed on a DC 14 Constitution saving throw Languages the languages it knew in life
or its hit point maximum is reduced by an amount equal Challenge 2 (450 XP)
to the damage taken. This reduction lasts until the target
finishes a long rest. The target dies if this effect reduces its Consume Life. As a bonus action, the will-o’-wisp can target
hit point maximum to 0. one creature it can see within 5 feet of it that has 0 hit
points and is still alive. The target must succeed on a DC 10
Constitution saving throw against this magic or die. If the
Mortimer Yorman target dies, the will-o’-wisp regains 10 (3d6) hit points.
Medium humanoid (human), neutral evil
Ephemeral. The will-o’-wisp can’t wear or carry anything.
Armor Class 15 (bracers of defense)
Hit Points 144 (17d8 + 68) Incorporeal Movement. The will-o’-wisp can move through
Speed 30 ft. other creatures and objects as if they were difficult terrain.
It takes 5 (1d10) force damage if it ends its turn inside an
STR DEX CON INT WIS CHA object.
11 (+0) 16 (+3) 18 (+4) 20 (+5) 11 (+0) 8 (-1)
Variable Illumination. The will-o’-wisp sheds bright light in
Saving Throws Int +9, Wis +4 a 5- to 20-foot radius and dim light for an additional number
Skills Arcana +9, Perception +4 of feet equal to the chosen radius. The will-o’-wisp can alter
Senses passive Perception 14 the radius as a bonus action.
Languages Common, Draconic
Challenge 11 (7,200 XP) Actions
Magic Resistance. Mortimer has advantage on saving Shock. Melee Spell Attack: +4 to hit, reach 5 ft., one
throws against spells and other magical effects. creature. Hit: 9 (2d8) lightning damage.
Spellcasting. Mortimer is a 16th-level spellcaster. His Invisibility. The will-o’-wisp and its light magically become
spellcasting ability is Intelligence (spell save DC 17, +9 to invisible until it attacks or uses its Consume Life, or until its
hit with spell attacks). He has the following wizard spells concentration ends (as if concentrating on a spell).
prepared:

11

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