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Table of Contents 
 
Introduction 4 

Adventure Background 4 

Adventure Overview 5 

Cast List 6 
Major Characters: 6 
Minor Characters: 7 

Antagonist Schedule 7 

Adventure Hooks 9 
Optional Location - Dunkarth 11 
Myethalil Introduction 11 
The All-Seeing Chicken 12 
The Divine Beast’s Arrival 14 
The Blade of Mul 16 

Chapter 1 Development 17 

Falling Into The Sky 18 


Travelling in the Plane of Air - Notional Gravity 18 
Encounter - The Hyvern Wyvern 19 
Jez and Gem’s Traits 20 
Tofska’s Traits 21 
Azura’s Traits 21 

Chapter 2 Location - Obelisk Township 23 


The Arrival of the Heroes at the Township 24 
Encounter - The Last Good Knight 25 
Illia’s Traits 25 
Encounter - Mul the Minimal 27 
Mini Mul’s Traits 28 
Encounter - Crypt of the Baroness 28 
Rassana’s Traits 29 
Talking with Aria’s Spirit 30 

Chapter 2 Development 30 

Open-Air Party 31 

 

Inside the Palace 31 
Interior - Entrance Hall 31 
Interior - Miscellaneous 32 
Final Encounter - The Spire 33 
Lord Arion’s Traits 33 

Chapter 3 Development 34 

Outcome #1 - The Lightning God is Awakened (The Prophecy is Fulfilled) 35 

Outcome #2 - Lord Arion is Defeated (The Prophecy is Fulfilled) 35 

Outcome #3 - Lord Arion Survives (The Prophecy is Not Fulfilled) 35 

Rewards/XP 36 

Further Adventures 36 

Appendix : Monster and NPC Stat Blocks 37 

Elementals 37 
Kel (Slow Storm Variant) 37 
Mul 39 
Mini Mul 40 
Spark 41 
Possessed Commoner 42 

Nobility 43 
Lord Arion 43 
Owl Harpy Knight (Owl Harpy Variant) 45 
Harpy Knight 46 
Swarm of Harpy Knights 47 
Illuminator Knight Illia (Liosalfar Variant) 48 
Blue Knight Tofska (Knight Variant) 49 

Undead 50 
Rassana (Ghul) 50 
Defiled Knight’s Bones (Cackling Skeleton) 51 
Flayed Knight’s Skin (Husk) 52 

Miscellaneous Monsters 53 


Acolyte of the Prophet (Acolyte Variant) 53 
Myethalil 54 
Hyvern Wyvern (Wyvern Variant) 54 
Possessed Pillar 55 


Gargoyle 56 
Steam Mephit 57 
Smoke Mephit 58 
Living Wick 58 

Author’s Notes/Acknowledgments: 59 

Author Bio: 59 

Art Credits & Legalese: 60 


 
 

Adventure Outline 
Introduction 
The following adventure is a foray into the Plane of Air with themes of family, loss, 
and deception for player characters of 8th to 12th level (access to ​plane shift ​might 
dramatically change the stakes of the adventure). The player characters are pulled 
into a generational conflict started by a character who, although not human, feels 
that very human fear of mortality. The sense that someone is always hanging over 
your head calling the shots is what drives the story for both the Player Characters 
(henceforth PCs) in the present and for the Non-Player Character (henceforth NPCs) 
in the past. It’s also something that hopefully your players will feel as they go 
through the adventure, with the full picture of what’s happening always just out of 
reach. You can run this adventure as a mystery or like a fantasy action movie, or a bit 
of both! 
 
Importantly, this adventure needs pace to be effective. While the players can stop to 
think about what’s going on and piece it together from the perspectives of the NPCs 
they meet, they are on the clock once they enter the Plane of Air.  
 
Some notes on formatting: 
● Italicised t​ ext in a text box is meant to be read aloud by the DM at the 
appropriate moment - it’s never mandatory but it can be helpful. 
● Bold ​text on a creature’s name or description indicates its stat block, which 
can be found in the appendix. 
 


Adventure Background 
High above the mortal world, there are godlike beings who live in splendour in the 
clouds. In the Plane of Air there are many djinni nobles who gather every century to 
hear the prophecies of their Archduchess Sophia, as delivered by her few chosen 
prophets at the appropriately named “Crystal Ball”. The djinni Lord Arion inherited his 
title from his late mother (mysteriously killed along with her trusted knights in a 
freak wyvern accident that he orchestrated) and was excited to attend his first 
Crystal Ball, until the moment he heard his personal prophecy: his name would be 
forgotten by history, and his inheritance would be thrown to the wind.  

For 12 years since that day, Arion has been concocting a scheme to guarantee his 
immortality, using knowledge gleaned from his mother’s books and records: he has 
created a magnetic spire on the top of his palace and used it to guide his hometown 
(the Obelisk Township, the seat of his barony) and the earth mote it sits on into a 
lightning storm. There, he made contact with a primordial being who is now guiding 
him to developing great power. His first act was to release a swarm of lightning 
elementals on his people to allow them to bond to their nervous systems. These 
people were granted the power of flight and enhanced mental fortitude, and hailed 
the baron as hero for finally solving the issue of there being some denizens of the 
barony who couldn’t fly. The baron was excited at these developments. Surely soon 
his legacy as a master storm sorcerer would be assured! 

Little does he know that his plan will horribly backfire and lead to him releasing a 
being of terrible elemental power upon the Plane of Air and mortal world both. This 
event has already been foreseen, and will soon be brought to the attention of a 
handful of intrepid adventurers...

Adventure Overview 
The adventure begins with Myethalil, a high elf prophet, giving the PCs a prophecy 
that a great elemental beast will descend from the Plane of Air to ravage the world. 
After a battle with a lesser elemental beast that opens a portal to the creature’s 
home plane, they learn of an infestation of lightning elementals in Arion’s demesne 
and rumours of a great power the baron is to receive upon the night of a ball. PCs 
will be motivated by the desire to help the air genasi peasants survive the coming 
thunderstorm, to depose the corrupt baron, or to gain the power he is striving for 
themselves. 


The adventure concludes with the PCs witnessing the fruits of the Baron’s efforts, as 
a lightning storm engulfs his duchy. The PCs can stop him by force atop a spire of his 
palace or sabotage the plan ahead of time and watch it fall apart.  

It is impossible to totally save the duchy from destruction, but it is possible to save 
some of the people living there or the treasures contained within. 

Cast List 
The following are all the NPCs included in the adventure. Their stat blocks and 
personality traits are written into the text where they first appear. 

Major Characters: 

Archduchess Sophia, Mastermind Goddess of Prophets and Magic (she/her). S ​ ophia 


will probably never be met during this adventure, but her influence is what set the 
events into motion. At the once-a-century Crystal Ball, a party where djinni nobles 
gather to hear their futures, she has her clerics gather to deliver the news (both weal 
and woe). However, she has full control to have these prophecies delivered in such a 
way to affect the outcome to her liking. Recently, when one of her favourites of the 
lesser nobility, the talented and intelligent Aria, was suddenly killed and replaced by 
her loudmouth son Arion, Sophia suspected the boy of foul play immediately. She 
decided to trick the new baron into falling to his own demise. Simply by delivering a 
particularly scary prophecy to him via a prophet, she hopes to ensure his demise - 
even if hundreds of innocent lives are lost in the process. 
 
Baroness Aria, Deceased Noble (she/her). T ​ he baroness has been dead over a decade, 
yet her spirit is restless. She knows her son had her killed so he could ascend to her 
position and attend the Crystal Ball, but her spirit is trapped in a crypt and guarded 
by a pack of undead created by her son. If only she could be free for a moment, she 
might impart the truth. 
 
Lord Arion, Baron of the Obelisk (he/him). ​An arrogant djinni who grew bored of being 
the second-most important person in the Obelisk Barony. His mother was famous for 
her wisdom, devotion to ritual, and her singing voice. Her blue knights, the 
wyvern-riders, were the envy of all the sky’s nobility. Arion was left a unit of harpies, 
whose songs were sickly sweet with lies, and no real power of his own. Over the 
years he grew more and more impatient, as his mother attended the once-a-century 
Crystal Balls to have her future read. It seemed each time she was destined for an 
ever more glorious century of rule while Arion constantly fretted over his future. To 
gain peace of mind, he murdered his mother in order to take her place at the Crystal 
Ball, only for the prophecy he heard to send him even further spiralling into anxiety.  
 


Kel, Roiling Storm of Chaos (she/her, it/its). A
​ being that was sealed away by 
Baroness Aria centuries ago. She was a lightning elemental of unprecedented power 
in those days, one who threatened to throw off the balance of the elemental planes 
entirely. In the intervening time, her power has diffused and given rise to a small 
army of lightning elementals who share in her powers, but that are nowhere near as 
dangerous as the original. Still, if she were released, it would mean disaster for those 
who call the skies their home... 
 

Minor Characters:  
 
Myethalil, Travelling Prophet (she/her, they/them). A ​ high elf prophet in her 6th 
century of life. Her girlish exterior belies a cynical and uncaring personality. She is a 
devoted servant of Archduchess Sophia and travels the world delivering her 
prophecies. What the recipients of these prophecies do with the information is none 
of her business nor her interest. An equal number of souls have been saved by her 
soothsaying as have been doomed; such is Sophia’s design. 
 
Tofska, Blue Knight (she/her). ​An earth genasi knight of advanced years, so named 
for the vibrant blue wyvern she rides. It is the last of its kind and her only family. She 
was the only blue knight not present when Arion murdered the rest of the knights, 
and has so far avoided the same fate by playing dumb to protect herself and her pet. 
 
Illia, Illuminator Knight (she/her, they/them). T ​ he late baroness’ most trusted knight 
and previous lover. She was banished a hundred years ago when the baroness 
received a prophecy that her son would kill her and all her knights. She simply 
accepted this fate as the will of the gods, but sent Illia away to spare her. After the 
baroness’ death, however, Arion called her back and had her help him concoct his 
scheme. Ironically, Arion would have been unable to complete his plan had Illia been 
there when he had the rest of the knights murdered. 
 
Rassana, Undead Guardian (she/her, it/its). ​One of the baroness’ knights who wasn’t 
so lucky to be banished the day of the betrayal. Arion used a secret necromancy 
ritual to turn her from an ooze genasi (a rare but otherwise normal type of humanoid) 
into a ghul, an undead geniekin. She now guards Aria’s tomb, too hungry to think 
straight most of the time and an eager hound under Arion’s thumb. 
 

Antagonist Schedule  
Presented here is a schedule of what will happen if the PCs do not get involved in the 
conflict. It is for your use as a DM to know what the antagonists are trying to do and 


to give you something to work with when the players go off track. Remember, you 
want t​ hem to “ruin” this schedule because if they do then that means they’re making 
their own story. If the schedule completes without a hitch start-to-finish, the PCs 
have probably failed to have an impact on the story.  
 
Lastly, this schedule is flexible. If your players are totally out of sync with it and you 
need to shift it to avoid a boring or confusing session, don’t be afraid to. This is just a 
guideline.  
 
Recent history: A​ number of guests from across the planes have been invited to 
witness Lord Arion’s crowning achievement and a fancy party. Blue Knight Tofska has 
been dominated by a spark, causing her to fall out with her wyvern who has sensed 
that something is awry.  
 
Hour 0​: The PCs enter the Plane of Air. 
 
Hour 1​: Azura the wyvern retreats inside the prototype spire with an important magic 
item after killing two harpy knights. Her rider Tofska, now dominated by a spark, kills 
Azura but suffers a grievous wound. After repairing the spire, the spark and the 
remaining harpies leave Tofska behind to die. 
 
Hour 3​: The Obelisk Township sees a large number of guests from across the planes 
arrive at the spire for Baron Arion’s party. More will arrive over the next 3 hours, but 
the majority arrive now.  
 
Hour 4​: The Obelisk Township drifts into the lightning storm and becomes more 
infested with capricious lightning elementals than before, who chatter excitedly 
amongst themselves about the “rebirth” that’s coming. The guests “ooo” and “aaa” at 
the pretty lights outside the windows as they wine and dine.  
 
Illuminator Knight Illia begins her regular crusade against the lightning elementals. 
 
Hour 6​: The last of the guests arrive at the Obelisk Township. A handful of them 
struggle to make it through the lightning storm and are either slain by lightning 
elementals or give up and go home.  
 
Illuminator Knight Illia is slain by lightning elementals. 
 
Hour 7​: As the party winds down, Baron Arion announces the finale of the night from 
atop The Spire (he uses ​major image t​ o create an electrical image of himself in the 
clouds as if he’s some kind of lightning god): he is about to achieve power beyond the 
Archduchess and cheat fate. He steers the township into the heart of the lightning 
cloud and partakes in communion with the slow storm elemental there. He and all 


present are consumed by the maelstrom and no one survives to tell of his tale aside 
from a demigod named Dionysus, who retains a vague memory of the night as one of 
the most disappointing parties he’s ever attended.  
 
Hour 10​: Archduchess Sophia smiles in triumph when she hears the news, as her 
prophecy successfully led that annoying usurper baron to be erased from history. She 
sighs as she knows that disposing of him by tricking him into destroying himself has 
led to many innocents dying painful deaths. She knows fate is cruel, and accepts the 
result. 
 
Aftermath​: The Elemental Beast Kel emerges from the floating rubble that was once 
the Obelisk Township, fueled by the electrical impulses of the mortals trapped inside. 
It flies around the Plane of Air for a few weeks, slaying hundreds, and then descends 
to the material plane after she loses momentum. Its first stop is the coastal city of 
Dunkarth, where it does damage simply by causing great storms in the area. It 
remains a fixture of the nearby sea, causing high winds and attracting elemental cults 
forevermore.  


 

Adventure Hooks 
Here are some different ways the player characters can get involved, engaged, and 
invested in the adventure. While each character only needs one hook, it is 
recommended that your players choose more than one between them, as the entire 
party going off of just one hook might lead to a party with limited ambitions and 
therefore to a truncated adventure. 

1. Of course I know the prophet. They’re me. ​You have been called upon by the 
people of the coastal village Dunkarth to perform a prophetic ritual to 
determine the future of their home. Along with a somewhat famous travelling 
soothsayer, an elf named Myethalil who was once a mentor of yours, you will 
elucidate the future.  
2. I just want to see the place she called home. 1​ 2 years ago someone you knew 
disappeared. Your memory of her has faded and muddied over time, but you 
remember her being an angelic being. She might have been your mentor, your 
lover, or even your mother, but regardless of your relationship she always 
wanted to return home more than she wanted to be with you. Her name was 
Illia, and she claimed to be from a world of elemental air. Now that she’s gone, 
you want to follow. 
3. I’ve got beef with the gods. ​In a world where the gods are real and their power 
is seen every day by the faithful, you are a committed atheist. You want to 
learn the secrets of planar travel, create a base beyond the material plane, and 
see the gods in person so you can take their measure. Surely they’re not as 
great as everyone says they are? Any evidence that you can find that the gods 
are liars or not what they say they are has to be brought to light.  
4. Dunkarth is a second home to me! D ​ unkarth, tiny village hamlet it might be, is 
dear to you. It might be the home to your less adventurous family and friends 
or you might have been part of the movement to depose the Vasquez family 
from the area. You’re anxious to see the place grow and flourish, so naturally 
you take an interest in any strange goings-on. A mysterious prophet has been 
invited to town? That sounds like it’s worth keeping an eye on. 
5. Blue wyverns are very important to the ecosystem, actually. ​Disaster struck in 
the nearby mountains, as the blue wyverns there were practically wiped out 
due to an influx of perytons out-competing them. You’re on the hunt for a 
young blue wyvern female, also known as a “Hyvern Wyvern” for the region 
they were originally discovered in, to bring back to the mountains to help 
restore the population. You’ve got a few leads, and an astrologist friend of 

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yours told you apparently there’s a stable population of them in the Plane of 
Air somewhere. If you could find a colony of them, you could save the species.   

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Chapter 1 — The Soothsayer and the 
Storm 
The adventure begins in the port city of Dunkarth, or any other coastal village in your 
setting. The only important part is that the players meet Myethalil and hear her 
prophecy, thus setting the events of the adventure into motion.  
 
If you are using this adventure as part of a larger campaign, the following chapter is 
optional. If your party is already in the Plane of Air and you picked this adventure up 
because you were panicking that you don’t have content prepared for the biome, then 
good news! You can skip this chapter and start this adventure in Chapter 2 with the 
encounter “The Hyvern Wyvern”. 
 
If you are using this adventure as a oneshot, consider using the following flavour text 
in your introduction to the area. 
 
Optional Location - Dunkarth 
Dunkarth is a small village on the coast that, until recently, was being renovated and 
developed by a house of nobles called the Vasquez. The townspeople were excited 
for their humble village to expand but in the end they had to run the nobles off; the 
whole scheme was a ploy to heavily tax the area, steal its resources, and move on. 
Now with the nobles gone, the village is in a half-built state. Expensive aqueducts 
stand dry and scaffolding hangs around the houses like skeletons. Yet, the people 
don’t mind the dry smell of discarded building materials or the sorrowful quiet of a 
village that was meant to become a city: soon, their uncertain future will be revealed 
by the local soothsayer. 

Myethalil Introduction 
The people of Dunkarth have waited for this day. In this small coastal village where it 
sometimes feels that the world has forgotten you, it is reassuring to hear the words of 
the gods. As you have all stayed here for a few days on your travels, it has been 
impossible to avoid talk of the soothsaying ritual coming up. The locals have been 
constantly speculating on their own fortunes: will I get married this year? Will I have two 
children or twenty? Will my son’s illness ever pass? Will I ever master the blade or will I 
be a potter forever? Fortune-telling games have replaced those of drinking in the inn, but 
everyone knows that only one person can hear the voice of the gods: that is M ​ yethalil​, a 
travelling prophet. What luck that she is passing through in these uncertain times- no, it 
is destiny that she be here! 

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Now, in front of a tiny chapel devoted to the goddess of fate Sophia, looking almost like a 
wooden outhouse sitting in the mud, are about two dozen worshippers all kneeling and 
talking excitedly amongst themselves. A wooden palanquin adorned with olive branches 
and fitted with black curtains inlaid with silver thread is rested gently on an altar there. 
The curtains are pulled back to reveal what looks almost like a beggar who has been 
pulled off the street, with wild hair and ragged clothes. It is only once she begins to speak 
that you realise her divine authority. 
 
Myethalil (My-eth-a-lil) is a 565 year-old high elf with the following traits: 
Personality Traits. I​ adopt the habit of a beggar to show that despite my gift I am no 
better than any ordinary person. I act aloof and cynical. 
Ideals. ​The will of the Gods is greater than all the kingdoms of mortal kind. (Lawful) 
Bond. I​ have been the herald of my god’s plans for centuries and I’m not going to stop 
now. 
Flaw. ​Secretly I think myself better than most people due to my special connection 
with my god.  
 
The Travelling Diviner.​ Myethalil has been travelling the world with her four palanquin 
bearers (​acolytes​ of various elvish heritages, all with above average Strength and 
Constitution from carrying her around) for hundreds of years. Her job is to warn the 
people nearby about upcoming moments of great catastrophe or upheaval, allowing 
them to get out of the way before the reckoning comes. Generally the people she 
warns are incapable of changing these events, but occasionally her words reach 
someone who will change their course to her god’s will.  
 
She tailors her method of divination to the places she visits. Today, she will partake 
in alectryomancy (al-ect-tree-o-man-see) - that is, divination by way of observing a 
chicken pecking grain from the floor. Dunkarth has plenty of chickens who are quite 
at ease around humanoids, so Myethalil sees this method as ideal. If asked what her 
last prophecy was delivered by, she will say she cut open a sacred cow and observed 
the way the entrails fell to the floor. Saying this, she will pull a piece of beef jerky 
from her pocket and nibble on it. 
 
The All-Seeing Chicken 
The alectryomancy ritual is simple: Myethalil takes a chicken from one of the 
townspeople and throws it into the crowd. Somewhat miraculously, it lands perfectly 
on someone’s head (you can roll a die to see which of the PCs this is or you can have 
it be one of the commoners), who then becomes the centre of a ritual circle and 
must hold the chicken still while the ritual is prepared. Wooden cards are handed out 
(each of the PCs are handed 5 cards to place in the circle - intentional sabotage at 
this stage won’t be prevented by anyone but if it is noticeable the saboteur will get 

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lots of dirty glares) to be arranged in a 15-foot-radius around the person with the 
chicken on their head. Grains are then placed on top of each card, each of which has 
an elvish symbol on it, pertaining to different concepts. The ritual begins when the 
chicken is allowed to flutter down and start pecking at the grains. Pecking at a grain 
is essentially the chicken “choosing” a symbol, which adds meaning to a prophecy 
which Myethalil spells out.  
 
What follows is an afternoon with the energy of a party. In somewhat controlled 
chaos, the townspeople shout out their questions for the prophet about their futures. 
At this juncture, you may like to let the PCs ask their own questions (“will I have a 
good relationship with my first born child?”) and roll a d20 to divine the answer: 1-5 
for a negative answer (“your first born child will be the death of you”), 6-14 for an 
answer that is both positive and negative (“your first born child will shun you, but 
they will speak well of you after your death”), and 15-20 for a positive answer (“your 
first born child will be loyal to you in life and continue your legacy after your death”).  
 
After that is done, Myethalil calls for a halt on any questions of lesser importance. 
She is tired after over an hour of divination and interpretation. She announces that 
she is going to read the fate of the village and call it a day. Some might grumble that 
they still don’t know if they should eat a mango or a papaya for breakfast tomorrow, 
but they soon quiet down as she hushes them.  
 
“I shall now read the immediate future of this hamlet,” Myethalil announces, not 
taking her eyes off the chicken as it plods around. There is a collective held breath 
- some folk still with the sparkle of excitement in their eyes and others clouding 
over with worry - as the chicken pecks its first seed: that over the elvish symbol for 
“The Gods”: an arrow and circle representing a mountain with a halo. The prophet 
dryly announces this fact and there’s a nervous mumble in the crowd - does that 
mean weal or woe? The ritual continues, Myethalil announcing each result as it 
comes, the chicken pecking the symbols for “beast” “imprisonment”, and “weapon”, 
then “gateway”, “air”, “mirror”, and finally, “destruction”. Myethalil isn’t the most 
emotive performer, but even she purses her lips in worry.  
 
“It seems…” she begins, “this hamlet will soon see the arrival of a great beast from 
the gods. Meanwhile, in the realm of the gods, they will face a monster that mirrors 
your own. Calamity will follow calamity until both realms are at peace.” She 
pauses. “And yet, this event will bring at least some of you closer to the gods than 
ever before.” She tuts a little as she thinks about what that means. “That sounds 
like some kind of euphemism for some of you dying and having an afterlife close to 
your patron deities to me.” She chuckles. “Well, I believe my work is concluded here. 
Good luck with the divine beast, although such assurances are surely worthless now 
that you’ve heard your fate.” 

14 
 
With that, Myethalil closes the curtains on her palanquin and her followers move to 
lift her up and away from Dunkarth. There’s an uproar as the townsfolk protest that 
this surely can’t be their fate, but any who try to get close to the palanquin get 
(mostly harmlessly) kicked in the chest by the acolytes and knocked into the mud. 
 
Myethalil doesn’t know it, but this prophecy is something of an experiment by 
Archduchess Sophia. This prophecy is essentially predicting that someone (probably 
the party) will prevent the disaster that Arion is going to cause, thus saving hundreds 
of innocent lives. But her prophecy delivered at the Crystal Ball says the opposite, 
saying that Arion is doomed to obscurity due to his mistakes. The best case scenario 
is that both come true in a way: Arion will die and be forgotten, but his citizens will 
be saved. For Sophia, the former is more important than the latter. 
 
The players will probably have questions for her. Some of which might be: 
1. Q. What the hell? A ​ . “You’re going to have to be more specific.” 
2. Q. Aren’t you going to stay and help these people? A ​ . “What am I going to do to 
some godly beast? Read its palm?” 
3. Q. What kind of beast is it? ​A. “If I had to guess, probably some kind of 
elemental. The nuance of the reading implied something from the skies - 
perhaps the Plane of Air?” 
4. Q. What was that bit about imprisonment and weapons? ​A. “Only the gods 
know.” 
5. Q. How much time do we have before it arrives? A ​ . “If I were you, I’d assume 
it’s already on its way.” 
6. Q. Is this really what the gods want for Dunkarth? A ​ . “At least one of them 
probably does, yes.” 
7. Q. Is there anything we can do to prepare? ​A. “What will be will be. You all look 
like capable warriors… of some sort. I’m sure you’ll figure something out.” 
 
To prepare for the beast’s arrival, the players will have to get creative. They might 
want to herd all the farm animals into barns to be safe, create a hiding hole for the 
townsfolk, organise an evacuation, or attempt to create a weapon to fend off the 
beast. Let your players use their imagination, limiting them only with appropriate DCs 
for their rolls. As a rule of thumb, each activity the PCs attempt will cost them at 
least 1 hour and they have roughly 4-8 hours before the beast arrives (depending on 
how generous you feel and if you want them to be able to have a long rest to switch 
their spells around). 
 
The Divine Beast’s Arrival 
 
That night, the divine beast, an elemental being named Mul, arrives in a nearby 
farmstead.  

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Cold and cruel winds assail the surrounding farmland. Dirt and bits of vegetation 
swirl in place as the sky goes dark from the clouds being drawn in by the small 
hurricane that crests a hill by a paddock about 150 feet away. Within, you can see 
a floating, orb-like creature, about 5 feet across and covered in bristly black hair. It 
has already begun firing lightning into a herd of cows, howling in anticipation of a 
meal.  
 
The elemental beast M ​ ul​ has come. Its skin is barbed and its eyes are pure white. 
Beware its deadly static! 
Mul sees humanoids, beasts, and other mundane creatures as food that is only 
occasionally a threat to it. It has no desire to converse with humanoids aside from to 
tell them to move out of the way (if they are standing in the way of its food), stand 
still (if they look like good food), or leave it alone (if they look like a threat). It speaks 
with a shrill and piercing voice that hurts the ears of any creature that hears it.  
 
It will behave more reasonably once it is full, but it is likely that many dozens of farm 
animals (and farmers) will die before it is satiated.  
 
It is quick to anger and will attack anyone trying to interrupt its meal. It will use dirty 
tactics of flying high into the sky to rain down lightning, but is easily goaded into 
following the PCs into more cramped quarters if they annoy it enough.  
 
Once defeated, it practically ceases to exist (see Chapter 2 for Mul’s potential return). 
 
Mul lets out a shrill screeching howl that seems to physically radiate across the 
land. Its strange orb body makes several loud crunching sounds as the winds it 
was previously generating slow down. Very suddenly it collapses in on itself, 
compressing to just a single point in space. This point then bursts into an 
almost-blinding flash of light. When you blink your eyes open, you see a levitating, 
glowing, white disc where the elemental beast once was. A gentle breeze is 
blowing through. 
 
It’s a one-way portal with a 5 foot radius to the Plane of Air. The portal will remain 
open for 1d10 minutes and is obviously unstable around the edges. A DC 12 Arcana 
check confirms that the portal is probably going to close soon and will probably be 
difficult to reopen. When the portal is closed, it looks like a distortion in space: a 
“crease” in reality if you will. It is visible to the naked eye by the way it bends light on 
the spot it is in.  
 
See below under “Developments” for more on reopening the portal.  

16 
The Blade of Mul 
 
Mul is an exceptionally challenging foe and can severely cripple an adventuring 
party without immediate access to ​greater restoration. ​To sweeten the victory, the 
spirit of Mul is bound to the PC that landed the final blow and gives them a big 
power boost. When Mul drops to 0 hit points, describe how its energy is dissipating 
(in the form of crackling lightning with nowhere to go) but trying to re-form. A DC 
14 Religion or Arcana check will reveal that Mul can be imprisoned inside a 
nonmagical metal object that is held aloft near it. As long as someone does this 
within a minute of Mul’s death, it will be imprisoned and fulfil the prophecy.  
 
Attempting to bond an already magical only holds the elemental’s spirit for a 
moment before it shoots back out.  
 
A weapon bonded with Mul turns black, is always charged with a little static 
electricity, and gains the following trait: 
 
Hunger of Mul. T ​ his weapon has a +2 bonus to attack and damage rolls and hums 
when an air elemental is nearby. The bonus damage is force damage.  
 
On a critical hit, the target has disadvantage on Dexterity saving throws and attack 
rolls based on Dexterity for 1 minute.  
 
When the PCs jump through the portal, move on to Chapter 2.  
 
Chapter 1 Development 
What prompts the next part of the adventure and gives the players a ​ ctions​ and 
choices​ to continue the narrative? 
 
With the defeat of Mul, a portal to the Plane of Air opens. The PCs can choose to 
jump in immediately and get the best chance possible to help avert the disaster set 
to happen there, or they can let the portal close and open it later.  
 
If they choose to open the portal later, make sure they already know that it will take 
at least a day to reopen it with magic so if they don’t go in right away they will lose 
precious time.  
 
The portal must be fed 5 levels’ worth of spell slots to open, which it does for 1d10 
minutes at a time. This information can be surmised with an hour of inspection and a 
DC 16 Arcana check.   
17 
Chapter 2 — The Endless Sky 
In this chapter, the PCs will learn the fundamental rules of traversing the Plane of Air 
and learn of the potential threat that Lord Arion poses. 
 
Falling Into The Sky 
When the PCs enter through the portal, they will have a split second where they can 
simply take in the view.
Jumping through the portal is like throwing yourself into a pile of metal filings 
charged with static electricity. You are briefly blinded as all over your body you are 
enveloped and squeezed by thousands of tiny, intangible razors; not a single patch 
of your skin is safe. It almost makes you numb with how all-encompassing it is.  
 
Then, as quickly as it came on, it ends, and your skin is caressed by a gentle breeze. 
You are surrounded on all sides by clear, blue skies with clouds swirling in the 
distance to give perspective. You can feel a distant sun warming you and a calm 
wind floating by you. 
 
You look at your travelling companions and realise that there’s nothing beneath you. 
You all hang in the air for just a moment, when your innate sense that there should 
be gravity kicks in. Then, with a lurch, you begin to fall. 
 
Travelling in the Plane of Air - Notional Gravity 
In the Plane of Air, movement and travel are much different to movement in the 
material plane. The biggest difference is that gravity doesn’t exist aside from in the 
mind of those who traverse it. As soon as a character enters the Plane of Air, context 
clues will make them assume which way is “down”; those travelling with them will 
typically fall in the same direction, reinforcing the notion that gravity exists.  
 
However, there is no “down” and no ground to land on typically. An adventurer will 
fall for as long as it takes for them to eventually collide with something or die of 
starvation. Once an adventurer is unconscious, they continue moving as per the 
momentum they have accumulated thus far but are no longer affected by notional 
gravity, causing them to come to an eventual stop. Players will often try to forcibly 
“choose” what their character believes is the correct direction of gravity, which can 
be done with a DC 15 Wisdom check. If there is context to suggest gravity “should” be 
oriented in the player’s desired direction, the GM can grant advantage on or waive the 
Wisdom check all together. A creature native to the Plane of Air can change their 
notional gravity at will. 
 

18 
To teach the players this fact, you can either tell them explicitly on a successful DC 
14 Arcana check or wait until they figure it out. The following encounter should give 
them a clue. 

Encounter - The Hyvern Wyvern 


The purpose of this encounter is to teach the players two things: first, that they can 
control their notional gravity. Second, what the sparks are and how they work.  
 
In short, the sparks are lightning elementals who have come from within the lightning 
storm that Lord Arion is beckoning. They bond with other living creatures in order to 
enjoy protection and physical form. The average spark does not care for the 
well-being of its host beyond its own concerns, and therefore will put effort into 
making sure it isn’t damaged. For a while, the townsfolk of Arion’s barony were 
delighted with the sparks and used them in a symbiotic manner to fly and explore 
the Plane of Air when originally they didn’t have the means to. However, over the past 
few years things turned ugly when more and more people were getting burned out by 
the sparks and some people began to reject them. Now many in the lower classes are 
being treated as tools by the sparks, and the symbiotic relationship has turned 
parasitic.  
 
When the PCs fall through the sky, assuming they have no way to control their 
descent, they will fall for 1 hour (enough time for an uncomfortable short rest) before 
they see their first hint of life. Throughout the hour they will have seen the 
occasional earth mote (a large, floating clod of earth from the Plane of Earth) floating 
through the sky but will probably have no way to reach them. If they do, they 
probably won’t find much beyond the abandoned homes of those who have been 
possessed by sparks. They will find that most of these earth motes aren’t oriented 
the same way up as them, giving them the appearance of being upside-down or 
sideways. A PC can discover the mechanics of Notional Gravity through 
trial-and-error or contextual clues, such as homes with staircases that climb up 
walls. 
 
After that hour passes, they will see an earth mote larger than previous ones below 
them. It is a squashed sphere of earth with a 30-foot-long walkway carved into one 
side with archways leading inside the mote on either end and a black spire poking out 
the bottom. When the PCs fall or fly past, they will see three people standing on the 
walkway who will see them in turn - from the PCs’ perspective, the people are upside 
down. If the PCs are falling, the three humanoids will “fall” as if their shoes were 
stuck to the ceiling and just came unstuck. The three people are all knights of Lord 
Arion: T​ ofska​, an earth genasi knight​ p
​ ossessed by a spark and an ​owl harpy knight 
named Jez and three normal h ​ arpy knights​.   
 

19 
 
Jez explains the following after saving the PCs: 
1. If the PCs can’t fly:​ “You don’t look like you’re too acquainted with moving 
around in this plane - you from the material world? Yes, I see, well we can 
help you get used to this place if you like. Before that though, we have a more 
pressing matter.” 
2. The matter at hand: ​“It’s a good thing you’re here! We’re having quite an issue 
here: maybe you could help us out? A rather dangerous beastie has taken 
residence in this here earth mote and it’s making it impossible for us to 
maintain the shrine here. Worse still, it’s somehow gained control of a holy 
relic of great power. You’ll notice it right away, it’s a statue of the good baron 
in marble.” 
3. If the PCs ask what the shrine is: “​ The shrine? It’s part of a big project in the 
surrounding barony. A shrine to his late mother, Baroness Aria. It’s- well, you’ll 
see how it works when this place is cleared out.” 
 
Before the PCs go in, Jez will warn the PCs that the pillar cannot be harmed by 
conventional weapons and order Tofska to hand over H ​ ellkite ​to one of the PCs. A DC 
15 Insight check will notice that Tofska clearly doesn’t want to but passively goes 
along with it. If the character succeeds by 5 or more (i.e. gets at least a 20 on the 
check) they will also notice that Jez gets a lot of satisfaction from ordering Tofska 
around (because it’s a new development - even after Aria’s death, blue knights were 
the highest ranked knights in the barony). 
 
The owl harpy, Jez, is Tofska’s second-in-command, keeping the three mute harpies 
in line. The mute harpy knights resent the baron for cutting out their tongues soon 
after they helped him kill his mother, but are patiently waiting for the day Kel 
devours him. The owl harpies, of which there are two, are responsible for keeping the 
lesser harpies’ loyalty by assuring them that Kel (who they secretly worship) will take 
revenge for them. Her sister, Gem, is currently posted at the Obelisk Township. 

Jez and Gem’s Traits 


Personality Traits. W ​ e make sure we are presentable at all times, picking and 
cleaning our feathers to stay sharp.  
Ideal. ​Good things come to those who scheme (Evil) 
Bond. A ​ rion might think he controls us, but when our god consumes him we will be 
the ones on top! 
Flaw. ​We both have a tell for when we’re lying: just after we think we’ve successfully 
duped someone, we have to cover our faces with a wing to hide a sneer. 
 
Tofska, although dominated, is in great pain having to order the death of her beloved 
pet, Azura the h ​ yvern wyvern​. She is the last knight of Aria left, and has a great bond 
with her mount. The fact that they both coincidentally avoided being killed and are 

20 
still employed is something that Tofska considers a boon from the gods (although she 
doesn’t know that her fellow knights were murdered, she suspects that the official 
story that their wyverns went out of control is not true). When not dominated, 
Tofksa’s traits are as follows: 

Tofska’s Traits 
Personality Traits. M​ y voice booms like I’m trying to shout across a wide chasm to a 
friend. I give bone-crushing hugs when I’m happy, even to strangers. 
Ideal. ​People deserve to live in peace (Good) 
Bond. M ​ y wyvern companion is the last of its kind, and I must protect it until it lays 
its eggs. 
Flaw. ​When put under pressure, I value myself and my loved ones - strangers are 
momentarily ignored. 
 
Inside is a donut-shaped hallway and an internal room about 30 feet wide. There, a 
possessed pillar​ is being controlled via an amulet held by Azura, which she stole 
from the owl harpy outside. Azura doesn’t fully comprehend the amulet, but since it 
got caught on her tooth she understands that it is allowing her to control the pillar. 
The pillar is indeed an marble statue in the likeness of the baron (albeit with legs) 
that dispassionately follows the orders of whoever holds the amulet. It can also be 
used to operate the spire to move the mote or to resonate with the main spire, which 
is at the Obelisk Township.  
 
Azura doesn’t understand what’s going on, but she thinks that Tofska has turned 
against her - in reality, the spark controlling Tofska used ​shocking grasp o
​ n the 
dragon in impatience and started the conflict between them. Without her closest 
friend, she doesn’t know who to trust. She can be calmed, but it will be difficult. 

Azura’s Traits 
Personality Traits. I​ am anxious when I’m alone. I’m trained to trust those who treat 
me well and feed me.  
Ideal. ​None - Azura is not mentally capable of grasping abstract concepts (unaligned) 
Bond. T ​ ofska raised me but now she’s turned bad. Why? 
Flaw. ​I struggle to make decisions without someone guiding me. 
 
Azura is slightly wounded by Tofska’s spark’s ​lightning bolts b
​ ut regardless will put 
up a good fight against hostile creatures. She will hide in crevices in the ceiling (i.e. 
the floor opposite to the one her prey is standing on) and attempt to sting her prey 
before backing off behind the possessed pillar.  
 
She has a remarkably non-threatening appearance, with her frog-like face and gentle 
“ribbit” that punctuates her attacks. As a DM, do whatever you can to generate 

21 
sympathy for the beast to make the players question if killing her is the right thing to 
do. After all, getting the spire working again will lead to the furthering of the baron’s 
disastrous plan.  
 
Outcomes: 
● If the shrine is restored to working order, it will tilt so that the spire is pointing 
towards the township - to the main spire. It begins to hum and resonate with 
a faint song. Any knight present explains that it is Arion’s song of mourning for 
his mother. In reality, it is designed to awaken the elemental Kel from her 
slumber inside the lightning storm. There are other shrines out there, nine of 
them total - this is the last one to be set up before the main event tonight. 
They don’t have possessed pillars in them, as there are only two: the one here 
and Lord Arion’s.  
● If Tofska is freed from domination, she will do her best to warn the PCs that 
the baron is a liar and that it’s his fault that these sparks are taking over 
people’s bodies. She knows that these spires are designed to attract more of 
them, and the biggest is in the Obelisk Township. She will mention the ball 
tonight and say that it is probably the precursor to something terrible.  
○ If possible, Tofska will desperately try to repair her relationship with 
Azura. It will be difficult, as Azura thinks that Tofska attacked her 
willingly. If the party can help Tofska at all, she might lend them ​Hellkite 
as thanks to help them take down Lord Arion. 
● If the harpies have reason to believe that sticking around will get them killed, 
they will attempt to “fall” towards the Obelisk Township to give warning to 
Lord Arion and the rest of the knights. 
● If Azura is slain and the spire restored, Tofska will help the party get to the 
Obelisk township. If still dominated by a spark, she will attempt to lead the 
PCs into an ambush where a handful of sparks will appear to invade their 
bodies.  
● If the PCs manage to take control of the possessed pillar, add an extra spark 
to each of the encounters in Chapter 2. 
● If the PCs befriend Azura, she will allow up to 3 PCs to ride her and she will 
carry a fourth PC in her claws. 
● If the PCs leave the shrine without repairing it, “Hour 9” in the antagonist 
schedule occurs an extra hour later.  
● If the PCs take control of the possessed pillar, they can order it to move the 
earth mote the lesser spire is on as if it were an airship that moves at 3 miles 
an hour (roughly as fast as a creature with a flying speed of 30ft.). 
 
The township is 10 miles away. It is visible from the lesser spire, but will not be 
noticed until someone points it out or the player characters take 5 minutes to detect 
it.  
 

22 
Chapter 2 Location - Obelisk Township 
The Obelisk Township is essentially a tower perched on an earth mote much smaller 
than itself. While the Obelisk is nearly 3000 feet tall, the earth mote it sits on is only 
40 feet thick and about 500 feet wide. 
 
The bottom of the township is a slum, only occupied by those who have no means to 
fly. Generally this includes ​humanoid commoners​ (mostly genasi, with a few who are 
closer to simply being human) and elementals not of the air variety (a handful of 
gargoyles​ who help water flow down the ​Ovelískos​ to meet the needs of the lower 
class, plus the occasional wingless planar traveller). There is a thick atmosphere of 
fear and distrust, as well as constant anxiety punctuated by the sounds of 
burned-out bodies occasionally falling to the ground or floating adrift as the ​spark 
elementals give up on it.  
 
The majority of the middle section was once a place of constant movement and 
activity, with winged and levitating folk (aarakocra and air elementals, respectively) 
busily moving from place to place enjoying high art and public performance. Still 
standing are 20-foot-tall plinths where locals would stand to sing if inspiration struck 
them. Now the place is a ghost town, inhabited only by possessed people who gave 
up their free will for the ability to fly and those who have managed to keep their 
individuality at the cost of safety.  
 

Ghost Town Set Dressing 


Smell. ​There is a faint smell of ozone in the air, thicker where lightning elementals 
have been recently.  
Touch. ​Burn marks lightly cover places where lightning elementals have grazed the 
worked stone surfaces of the buildings during their flight. 
Sound. ​The sound of faint buzzing can be heard everywhere.  
Visuals. D​ ead bodies float through the township, as their minds are no longer 
capable of generating notional gravity. Tall pillars connected to nothing stand 
dotted along the streets, pale and empty. 
Space. T​ he township is designed for the use of flying creatures, making it 
hazardous to those who can’t fly. Stairs and ladders are non-existent and large 
gaps separate buildings and rooms. Some areas have been destroyed by explosions 
of lightning, leaving jagged wounds in the stone up to 40 feet wide. 
 
Local Opinion - ‘The baron did all this for us!’ 
It’s not the most popular opinion anymore, but there is a significant number of 
people who believe that the current turmoil is just a rough patch in the township’s 
ascent to greatness. When the baron released the sparks amongst the populace, 

23 
there was a time of great positive change for some folks who couldn’t fly innately. 
They were given the power to fly, putting their previous issues of being prisoners in 
their own homes behind them. Some townsfolk, even after months of seeing people 
drop dead from their nervous systems failing due to the sparks’ inherent charge, still 
line up for the chance to be possessed and explore beyond the Obelisk Township 
under their own “wings”. The prevalent attitude (essentially a “bond” for their NPC 
traits) is “May the others rest in peace, but I am different - I won’t let this spark stay 
longer than I want it nor will I surrender control of my body once it starts doing my 
mind damage.” Thus far, only a handful have been successful in expelling their sparks 
for good with the others either hiding in fear of them or already having succumbed to 
nervous system damage. A large number of citizens have left the township using the 
sparks’ flying abilities to see new places. None have returned, having run out of hit 
points to burn. 
 
The Arrival of the Heroes at the Township 
Before you is a huge, broken tower. It looms out from the clouds, a vast and 
empty thing, appearing to you now as a ruin. It is essentially built of a vast 
number of homes, streets, even art and statues; dark-tinted stone wrought over 
centuries to create a grand monument of civilisation. All ruined now.  
 
Just beyond the tower is a patch of dark clouds that is getting bigger and bigger. 
At first it looks like a blip on the horizon, but as it grows you realise how huge it 
really is. Big enough to totally swallow the town in its entirety. And as it does, it is 
as if night falls in this realm that usually has perpetual sunshine. 
This section is designed to be fairly open for your players to explore. It is 
more-or-less up to them to decide how they want to proceed: they can attempt to 
infiltrate the party via stealth, deception, or brute force, or they can attempt to save 
as many innocents as they can before the maelstrom consumes the township. 
Whatever they do, it is unlikely that they will be able to save everyone or prevent the 
township from being at least partially destroyed, but it’s here that they have to 
choose where to focus their efforts.  

Some parties will wish to fly directly to the top in order to face the baron 
immediately. This is fine if the pacing of the session thus far would suit that 
outcome, but you can entice them to investigate the other encounters in this chapter 
by having them notice things happening in the township.  

● The Last Good Knight. ​The PCs either hear the sound of the genasi commoner 
struggling or Illia’s declaration.  
● Mul the Minimal. T ​ he PC with the highest Passive Perception notices Mini Mul 
spying on the party from afar.  

24 
● Crypt of the Baroness. ​The PCs hear mysterious singing coming from near the 
top of the obelisk.  

If these hooks don’t work or are inappropriate, some groups may wish to investigate 
the township after the final battle has concluded (if the township still exists after the 
conclusion).  

Encounter - The Last Good Knight 


Illia​ (Ill-ee-ya), known as the Illuminator Knight, is a liosalfar knight. She appears as a 
surreal, 8-foot-tall figure in minimal, antiquated armor. Flying through the township, 
she sheds rainbow illumination equal to a d ​ aylight ​spell that has earned her 
nickname. She is one of the only knights of the baron who still patrols the middle 
and lower township, hunting down lightning elementals who are harassing or harming 
the townsfolk. The other knights have given up trying to make the best of the 
situation, while Illia believes the lightning elementals are a blight on her hometown. 

Illia’s Traits 
Personality Traits. M ​ y voice sounds like it is echoing from beyond a boundary. I try to 
keep myself busy at all times. 
Ideals. ​Beauty and justice are the same thing (Lawful) 
Bonds. ​I loved Baroness Aria, and pledged to serve her family forever so I might 
glimpse her again in her descendents. 
Flaws. L ​ ord Arion’s inherited beauty blinds me to his evil actions. 
 
As a liosalfar, she is an extremely rare being with innate magical powers and has a 
long past. In short, she was once a planar traveller who travelled the multiverse in 
search of beauty. Centuries ago she witnessed Baroness Aria and her knights 
defeating an incursion of mindless storm elementals and was instantly infatuated. 
Illia believed then that the baroness’ voice shouting orders was the most beautiful 
thing she had ever found, a belief confirmed when she later heard Aria sing. As a 
liosalfar, she had become obsessed with the specific frequency and harmony of the 
djinni’s voice. Thus, she pledged herself to the family forever. 
 
112 years ago, at the Crystal Ball before last, Duchess Aria was given a prophecy that 
she and her closest knights would be murdered by someone she loved. Not wanting 
Illia to be caught up in the inevitable violence, she banished her knight to the 
material plane for 100 years. Thus, a century later when Arion murdered his mother 
to claim her title and her place at the Crystal Ball, Illia was safe in the material plane 
mothering a family of her own. Shortly, Arion summoned Illia back from the mortal 
world to help him build the spire “in memory of Aria”, which she eagerly did for just 
the chance to experience Aria’s song once again (being so near her son, who inherited 
his mother’s skill, she gets to hear him sing when he’s in the mood). 

25 
 
The Hunt. W​ hen the PCs find Illia, she is in the middle of her nightly hunt. She knows 
the sparks are dangerous and that they’ll abduct anyone they want to use their 
bodies as vessels - this fusion between humanoid and elemental is profane and ugly 
to her, and therefore must be stopped. To save those who have been possessed, she 
casts ​colour spray t​ o annoy the sparks and goad them into attacking her with their 
innate spellcasting, which will hopefully give their victims a chance to throw off the 
mind control and expel the lightning elementals from their bodies. Once the sparks 
are exposed, she moves in for the kill.  
 
You come out from an alleyway to a road that has been split down the middle, 
creating a chasm below you. You can hear the sounds of a struggle and see down 
and to the left of you four humanoids are holding another person down despite their 
protests.  
 
“Let me go, you monsters!” 
“Be quiet, and be grateful that you have been chosen to be a host for one of our 
kind!” 
 
At that moment, a rainbow-hued light emerges from the opposite end of the chasm. 
A humanoid figure can be seen within that commands in a booming voice, “​spawn of 
the lightning god, get thee gone! Thine kind are not welcome here.​” Saying this, it 
hovers forth just a few feet off the ground and comes into clear view: it is an 8-foot 
tall humanoid warrior with prismatic lights rippling across her skin. She carries no 
weapon and wears only minimal armor, but she has a commanding and powerful 
presence. 
 
Sneering and jeering, the ‘spawn of the lightning god’ slowly begin to rise off the 
ground and draw their weapons menacingly. 
 
Regardless of what the PCs do, Illia will attack the sparks possessing the four 
humanoids and attempt to save the one who is being held down. After 1 round, 
another spark will enter the fray without a body possessed. If the PCs do nothing but 
watch or walk away, Illia will probably die here or end up having to kill at least some 
of the ​possessed commoners.​ Characters who help Illia will be welcomed, but killing 
the commoners will draw her disapproval and eventually rage. 
 
The sparks defend themselves to the best of their ability. While they know Illia 
doesn’t want to kill their hosts, they know that any damage she does do will shorten 
the amount of time they get to enjoy their physical forms. Thus, they will soon resort 
to using their innate spellcasting just to try and get rid of the irritating knight once 
and for all. If the PCs get involved and resist all attempts at possession, they are 
quick to flee. 
 

26 
If all the commoners are saved, Illia is so overjoyed by the beauty of justice prevailing 
(so far, most of her hunts have led to failure) that she cries tears that, when they 
land on the ground, instantly cause a pair of fruit bearing plants to sprout. Each 
bears a pinkish-red fruit that functions as a ​potion of greater healing (​ 4d4 + 4); she 
seems somewhat surprised by this​. I​ f any of the commoners die, she will be bitterly 
disappointed but still thank the part for helping her. She can be convinced to help 
take down Arion, but it will be difficult as he is the only remnant of Aria’s unique 
pattern. Leveraging her guilt and personal responsibility is the key to making her 
come along willingly. If anyone in the party has the “I just want to see the place she 
called home” adventure hook in their backstory, they have advantage on social 
checks against her.  
 

Encounter - Mul the Minimal  


Throughout the PCs’ exploration of the Obelisk Township, they will be watched by an 
unexpected figure: Mul. When it was defeated by the PCs hours before, its essence 
returned to the Plane of Air where it belonged. However, if one of the PCs was able to 
trap some of its essence inside a weapon then something rather odd will happen to 
Mul. Rather than re-forming as its normal self in a matter of weeks, Mul reappeared 
in a matter of hours in a greatly diminished form. This was understandably 
distressing to the air elemental, although it was significantly less hungry with such a 
smaller body. Regardless of that, it wishes to gain back its power for the sake of not 
being swallowed up by its sister, Kel. 
 
Mini Mul​ will appear any time it sees an opportunity to make a good first impression 
on the party. Well, first impression with its new diminutive body. For context, it used 
to be big enough to contain a human adult (if it were hollow); it is now about the size 
of an apple. 

Mini Mul’s Traits 


Personality Traits. I​ have trouble raising my voice to interrupt a conversation amongst 
bigger folk. Even when I’m hiding, a stiff breeze gives me away. 
Ideal. ​It’s a monster-eat-monster world out there (Chaotic) 
Bond. M ​ y essence was trapped in a weapon and I need to get it back. 
Flaw. ​I lack the confidence to be up front about what I want from others. 
 
It approaches the party and asks if it could be of assistance. It apologises for the 
mess it made in the material world (although a DC 10 Insight check reveals that its 
primary concern is not apologising) and says it will happily serve the party to make 
up for its past actions. Plus, it gives the party a little information about the being in 
the heart of the storm. 
 

27 
“Mmmmm yea I can tell she’s close. My big sister, you might call her,” Mul explains. 
“The djinni in charge of this place started beckoning us elementals from inside the 
maelstrom a while ago.” Mul has no concept of “days” or “years”, but it means to say 
about 12 years ago. “Some kinda song drew us in. I wasn’t a big fan of all them little 
sparks running around-” Mul wasn’t getting fed because the sparks were possessing 
all of the people it wanted to eat “-so I left to enter your world. You taught me a 
lesson, I tell ya. Things’ll be a lot more peaceful when we all go back to where we 
belong.” 
 
“My sister? Her name’s Kel. I used to be a little bud on the side of her head before I 
broke off. She’s bigger’n me by a little bit, a lot bigger now. I’ve never seen her fight a 
human before but I reckon it would go poorly. For the human, I mean. She could suck 
the life right out of your bones.” 
 
If Mini Mul is adopted by the party, any character who does not carry the b ​ lade of 
Mul ​can serve as Mul’s new master (it would bond with the character with the 
weapon, but it doesn’t want to be too obvious with its intent - when the ​blade of 
Mul’s ​owner dies, Mul will request the blade be turned over to it). It will have a 
symbiotic relationship with the party by sucking moisture and vitality from the 
creatures they kill. Mini Mul’s stat block in the appendix describes the mechanics of 
this familiar bond. 
 

Encounter - Crypt of the Baroness 


Near the top of the township there is a stone square, 100 by 100 feet in area. In the 
centre is a crypt, 40 by 40 feet in size and 20 feet tall with one entrance (currently 
cemented over). Faint singing can be heard from inside the ornate crypt, which 
anyone local to the area will tell the PCs is because Baroness Aria is buried there and 
that her song still floats on the wind. The song is a lullaby in Primordial called “Don’t 
Mind The Hurricane” with lyrics telling the listener to sleep despite the loud winds 
outside.  
 
Inside is indeed Aria’s tomb, but the source of the singing is more sinister than that: 
the real singer is a g
​ hul ​(​Tome of Beasts II​) named Rassana - a muscular undead with 
red eyes, unnaturally pointed features, and a skin tone relevant to its genasi heritage 
(green, in this case, to imply Rassana was once a rare ooze para-genasi). She was 
created by subjecting one of Aria’s murdered knights to a ghoul’s poison blood and is 
a thrall of Lord Arion.  

Rassana’s Traits 
Personality Traits. I​ constantly drool when I look at food, such as fresh humanoids. I 
am a master of imitation. 
Ideal. ​Everyone must do what makes them satisfied (Neutral) 

28 
Bond. I​ have forgotten most of who I once was thanks to my transformation into a 
ghul. 
Flaw. ​I am usually too hungry to think straight. 
He has commanded her to sing a sweet lullaby to the remains of his mother so that 
her spirit may rest in peace. As it is now, Aria’s remains are a soft wind that whispers 
with a strained voice the words “​murder… murder.... murderer....” ​contained within an 
urn that Rassana clutches. While Rassana sings, the remains simply hum along with 
the song. Rassana has forgotten most of her former identity, as the hunger of being 
locked in the crypt with only meagre religious offerings to dine on (the locals were 
instructed to make offerings of food into a small slot in the side of the crypt) has 
prevented her from thinking clearly. 
 
Signs that something is wrong: 
● The crypt has an unholy aura detectable with a paladin’s Divine Sense, the 
detect evil and good ​spell, the ​detect magic s
​ pell or other similar magical 
senses. 
● The sound of Aria’s real voice humming along can be heard faintly by those 
standing within 10 feet of the tomb (​requires Passive Perception 13 or more​) 
● Characters with the Entertainer background or proficiency with any wind 
instruments notice that the singer isn’t pausing to breathe during the song 
(​requires Passive Perception 14 or more​) 
● After making a food offering, quiet slurping and chewing can be heard while 
the song briefly ceases (​requires Passive Perception 11 or more​) 
● If Illia is present, she will comment on how death has clearly ruined Aria’s 
voice and that it hurts too much to listen to her so distorted (although regular 
townsfolk will insist she sounds almost totally the same as before) 
 
Along with Rassana the crypt contains 5 ​husks ​(​Tome of Beasts II​) and 5 ​cackling 
skeletons ​(​Tome of Beasts II​) created from the skin and bones (respectively) of the 
knights who were slain alongside Rassana.. The lesser undead are fairly mindless and 
will attack any living being that steps inside the tomb until they are destroyed. 
 
While Rassana is a thrall of Lord Arion, she can be reasoned with. Breaking into the 
tomb will prompt her to attack with the intent of dragging the trespasser’s paralysed 
bodies into the crypt to be devoured, but her old self is still in there somewhere. If 
she realises the monster she has become, she will be understandably distraught.  

Talking with Aria’s Spirit  


If the PCs get their hands on Aria’s urn, they can cast ​speak with dead o
​ r similar 
magic on it to have a conversation with her about her death. She will tell anyone who 
will listen about how she was flying alongside her Blue Knights, cavalry knights who 
rode wyverns, when she was ambushed by her son’s harpy knights. When all was said 
and done, she and all her knights were dead and the wyvern and their “unpredictable 

29 
temper” was blamed as if the knights were dead by their own mounts’ stingers. While 
the rare blue wyverns were slaughtered in the wake of Aria’s funeral, her uneasy 
spirit cried out against her usurper son. “​Murder… murder.... murderer…!”​ but Lord 
Arion created a pack of undead headed by Rassana to guard her tomb and keep his 
mother quiet. He even went as far to order most of the harpies to be silenced, which 
he got away with by pretending to be mad with grief and ordering the harpies to be 
silenced so that his mother’s song “would remain the most beautiful in all the skies”.  

Chapter 2 Development 
Once the PCs have a way into the palace, perhaps making some friends along the 
way, they can enter and confront the baron. Depending on their actions along the 
way, they may have secured a few allies who can help them in the final battle. 
Tofska, Illia, and Rassana can all be persuaded to help, although they will all initially 
refuse to fight the baron directly. They can either help the PCs get into the party or 
will only show up the round after when the baron calls his harpy knights.  

   

30 
Chapter 3 — Pact of the Lightning God 
 
At the top of the obelisk is the baron’s palace, a white, marble, box-like building with 
a large spire on the top (the spire, described further below) and a glass orb coming 
out of the left side (an aviary, described further below). The front-facing side has had 
a 100ft-radius glass half-dome attached to it, within which are all the baron’s guests. 
The baron is currently standing on the spire of his palace with his notional gravity 
facing directly onto the spire, allowing him to comfortably walk along and around it. 
With him is a ​possessed pillar n​ amed Obstacles (Ob-sta-klees) whose magnetic 
powers allow the baron to control the trajectory of the township and broadcast his 
beckoning song into the storm cloud.  

Open-Air Party 
To enter, one must be holding an invitation slip which allows one to pass harmlessly 
through the glass (both the invitation slip and the glass radiate transmutation magic 
when viewed with d ​ etect magic​).  
 
Inside the dome are over a hundred guests, filling a lot of the space in the dome. 
They are doing this either by levitating of their own power (being elementals capable 
of such things) or sitting at a levitating table. There are invisible air elemental waiters 
ferrying drinks and food to guests, and rambunctious m ​ ephits​ dancing for the delight 
of onlookers. Almost everyone is having a good time, despite the absence of the 
night’s host.  
 
Inside the Palace 
Interior - Entrance Hall 
The room is quiet, and most sounds are muffled by the long tapestries hanging on the 
walls showing Lord Arion’s ancestors’ glorious reigns. Smoke hangs in the air and the 
only light comes from what looks like oversized candle wicks coming from the heads of 
strange humanoid servants who are dressed only in togas. They move with the grace of 
dancers to and from various guests who are lounging on piles of cushions in the dimly lit 
room. The sound of the party outside, too, is muffled.  
 

Lounge. I​ nside the palace is a simple 30-by-40-foot hall with a 40-foot-high ceiling. 
It is furnished as a huge lounge for guests who have become wearied by the revelries 
outside, with cushions and a wide selection of narcotics and herbs to smoke from 
ivory pipes. 12 ​living wicks f​ ashioned into the shapes of various beautiful humanoids 
act as servants, while a s ​ moke mephit ​named Bavi commands them as the one who 
lit their wicks when the first guests started to arrive. Bavi and the living wicks are 

31 
non-aggressive, although if the PCs cause trouble she will call upon the harpy knights 
in the room adjoining to escort them out.  
 
Barracks. ​The adjoining room is through a door to the right: a barracks with one open 
wall leading out into the open air on the right side of the palace. Inside is a ​swarm of 
harpy knights​ led by a single ​owl harpy knight​ named Gem. Aside from Gem, the 
other harpies have been mute ever since the death of Duchess Aria. Gem is 
boisterous, but doesn’t resort to violence quickly. She is more likely to assume the 
PCs are drunk if they cause trouble than that they have serious ill intent but if the 
PCs escalate the situation, she will try to knock them out and throw them down into 
the township for the sparks to fight over. Hidden in this room is a shrine to elemental 
beasts, with Kel as their idol of worship. It is hidden behind a weapon rack that can 
be revealed with a DC 14 Investigation check. 
 
Interior - Miscellaneous  
The palace has other rooms which the PCs may want to explore after they are done 
with the immediate threat the baron’s plan is posing. To summarise: 
● A kitchen, 20 by 20 feet in area and 50 feet tall. Full of ​steam mephits ​cooking 
for the party outside.  
● A library, 40 by 30 feet wooden room. Bookshelves line the walls and a statue 
of a merfolk in obsidian (a ward against house fires) is in the centre of the 
room. The books are nearly all in Primordial and are constructed to be water, 
mud, fire, and electricity-proof. Their subjects range from poetry to exquisite 
maps of foreign lands and skies. Among them may be a wizard’s spellbook 
containing up to 4th level spells, or a s
​ pell scroll ​of up to 4th level. 
○ There is a single copy of a book called ​The Art of Dyeing w ​ ritten by a 
dwarf necromancer​ t​ hat contains the secrets of life and death (and of 
adding colour to skin-based leather), all written in Dwarvish. A creature 
who reads the book over the course of 13 hours learns one part of a 
ritual to create undead abominations. From that point forth, the 
creature can choose to create a ​husk​ when they cast ​animate dead ​on a 
dead humanoid’s flayed skin, if they already know the spell. This book 
was part of the series Arion read to create the pack of undead guarding 
his mother’s tomb; the other books were burned. 
● A chapel containing a large loom, the holy symbol of the Archduchess Sophia. 
It is dusty from lack of use but can be used to create ​clothes of mending. ​The 
clothes created will only mend if their user is still alive. 
● A glass aviary in the shape of a 50ft. radius orb that hangs off the palace, with 
a balcony to observe the creatures inside through bars. Vines and olive trees 
twist and turn throughout the aviary to give the birds perches, and the smell of 
flowers covers up the scene of bird faeces. The birds here are generally placid 
songbirds and colourful birds of paradise.  
● A chimney leading up to the roof. 

32 
 

Final Encounter - The Spire  


On the roof of the palace is a spire made of magnetically-charged bismuth that dully 
reflects light in a rainbow hue. On the point stands L
​ ord Arion​, staring deep into the 
heart of the lightning storm. He is convinced that allowing the ancient elemental that 
is imprisoned inside the storm to merge with him (much like how the townsfolk have 
been merging with the sparks) will turn him into a historical figure of great note.  

Lord Arion’s Traits 


Personality Traits. N ​ o one’s township is better than mine, the amount of prosperity is 
going to be huge.  
Ideal. ​It’s worth it to make sacrifices for the greater good, and I’m the greatest good I 
know (Evil) 
Bond. M ​ y mother’s books pointed me towards secret magic and hidden lore that will 
lead me to greatness.  
Flaw. ​Just beneath the surface, I’m terrified of my own mortality. 
 
When the PCs first meet Arion, he won’t regard them with hostility at first. He will be 
curious as to who they are and what they’re doing. He doesn’t understand if they 
want to stop him, as he’s totally out of touch with the disasters that have befallen 
his township. Even after being informed in detail, he will just sigh and say it’s a 
shame.  
 
If he has time, he will explain his plan. He will tell them of the prophecy and how he 
is going to prove it wrong - regardless of the outcome here there’s no way he’ll be 
forgotten by history! A summoning of this magnitude required over a decade of 
planning and experimentation, with a little help from “the always baffling Illia”. The 
creature in the storm was meant to be sealed away forever, but he was able to undo 
the seal that had lasted centuries in just a decade.  
 
If the time is ripe (less than 2 hours from the planned moment of truth) Arion will 
respond to being pressured by the party (i.e. them verbally or physically attacking 
him) by calling the party to a crescendo early. Whenever he does it, read the 
following text: 
 
Lord Arion mutters “you’ve forced my hand now…” and lowers his body and raises 
his hands to cast m​ ajor image. ​He expels a gust of wind from his mouth which 
quickly gains density and forms into a copy of his face. It hovers over the glass 
dome over the party and speaks of its own accord in a booming voice. “​Thank you 
all for attending, I hope you've had a pleasant and diverting evening. Now I would 
like you all to divert your attention away from your dinners and towards the sky. 

33 
The moment I called you all here for is coming: behold! I shall do what my mother 
could not. I shall bend this storm to my will!​” 
 
There is applause and, as a particularly huge lightning bolt strikes a nearby pillar 
and shatters it, a few screams. Arion turns to face you all, an expression of triumph 
and fear on his face. “There! It’s started now. Soon you’ll see something 
unforgettable.”  
 
When Lord Arion takes a Lair Action, Kel comes closer and closer to awakening.  
● With the first Lair Action, a whirlwind starts to form around the spire. 
● With the second Lair Action, electricity creates a ring of electricity around 
where her nucleus will be - that is, at the top point of the spire. 
● With the third Lair Action, her body comes into physical reality but is still 
intangible 
● With the fourth Lair action, her eyes open wide and she enters initiative in the 
space just after Lord Arion. On Arion’s turn, he will use all his movement to 
move towards her nucleus and, as a bonus action, cast out what looks like a 
whip made of lightning (using a s​ pell scroll​ he created specifically for this 
occasion) and make a Charisma contest. On a successful saving throw, nothing 
happens, although he thinks he is bending her to his will. If he fails, Kel 
instantly sucks him up like a noodle (leaving the contents of his inventory 
behind). Arion will continue to use his bonus action each turn to use his action 
on this spell until Kel devours him. If his concentration (as concentrating on a 
spell) is broken, Kel devours him. If he allows it, another character can spend a 
spell slot to give him advantage on the contest if they touch him as an action. 
 
If Arion is defeated before Kel awakens, she will slowly disappear. 

Chapter 3 Development 
Depending on how things go down with Arion, things will be drastically different in 
the end. If Arion is still committed to his goal of awakening Kel, it is likely that 
Sophia’s prophecy will be fulfilled and he will be destroyed.   

34 
Conclusion 
Below are some suggested story points, designed to suggest a few outcomes of the 
adventure depending on how the characters engaged with the challenge in Chapter 3. 
The conclusion to your version of this adventure probably won’t look like any of these 
100% because your players’ actions cannot (and should not) be fully accounted for 
here.  

Outcome #1 - The Lightning God is Awakened (The 


Prophecy is Fulfilled) 
If the PCs fail to defeat Lord Arion and Obstacles, Kel will awaken and devour the 
djinni lord. She will then wreak havoc across the planes if allowed. The PCs must 
escape as best they can, perhaps with the help of those who they helped along the 
way. 

Outcome #2 - Lord Arion is Defeated (The Prophecy is 


Fulfilled) 
If Lord Arion is defeated without being able to awaken Kel, his efforts will still lead to 
destruction. The PCs will have to take part in a Skill Challenge to find shelter for 
themselves and any friendly NPCs as the township spins out of control into the 
storm. If the PCs gain control of Obstacles they can make their skill checks to 
maneuver the township out of the storm. Afterwards, the surviving townspeople will 
mourn their dead and afterwards thank the fates for sending the PCs to their aid.  

Outcome #3 - Lord Arion Survives (The Prophecy is Not 


Fulfilled) 
Against his better nature, Lord Arion realises his folly thanks to the intervention of 
the PCs. He helps them to make sure Kel doesn’t do any damage and he even 
survives the encounter. He has Obstacles attempt to pull the township out of the 
storm, but the sparks will attempt to force him to go through with it by piloting some 
possessed commoners​ (a number equal to the PCs) and allying with the ​swarm of 
harpy knights t​ hat Arion would have summoned to his aid and any surviving o ​ wl 
harpy knights (​ there are two). They will have the swarm steal his amulet and special 
spell scroll ​and hand it to an owl harpy to use instead of him. 

35 
Rewards/XP 
PCs earn XP from each discrete encounter as per the normal rules plus the following: 
● 25XP x the characters’ level if: 
○ The players use the time they have to execute an excellent plan for 
dealing with Mul (your discretion) 
○ Tofska and her wyvern are able to repair their bond 
○ Illia is made to confront her guilt 
○ Rassana’s memories are restored 
○ The undead knights are put to rest 
○ Aria’s spirit is successfully contacted via magic 
○ Lord Arion is persuaded to see the error of his ways 
○ The players figure out that Archduchess Sophia masterminded all of this 
as a way to make sure that Arion’s only legacy was that of a pathetic 
“villain” who was rightfully defeated by the heroes of the story 
● The following magic items: 
○ One mundane weapon of theirs which is transformed into t​ he blade of 
Mul i​ f they use the clue in Myethalil’s prophecy to trap Mul’s essence 
○ An amulet that controls the possessed pillar in the lesser spire 
○ A +1 halberd called H ​ ellkite ​that deals fire damage as the bonus damage, 
if they take it from Tofska’s dead body or if she wants to lend it to them 
in return for helping her repair her bond with Azura 
○ 2p ​ otions of greater healing ​(in the form of magic fruits) if all of the 
commoners are saved in The Last Good Knight encounter 
○ An amulet that controls Obstacles 
 
If you are using milestone levelling, the end of this adventure might be a good time to 
level up if any of the PCs have completed a big personal goal.  
 
Further Adventures 
This foray into the Plane of Air might be your party’s last, but it doesn’t have to be. 
Below are a few suggestions on further quests that might split off from this one. As 
always, keep your players’ suggestions in mind for what the next beat of their story 
could be. 
● Simply returning from the Plane of Air back to the normal world might be a 
challenge. I subscribe to the “long walk” method of planar travel, in that if you 
ever go on a sufficiently long walk you’ll probably end up in another plane of 
existence (long walk in the forest leads to the Feywild, long walk in an 
underwater trench leads to the Plane of Water, etc) but that might not be 
sufficient to get your party home in an expedient manner. 

36 
● This adventure works as an introduction to Archduchess Sophia as a 
mastermind-type BBEG (Big Bad Evil Guy/Gal/Git). This will be the first time 
they have witnessed one of her prophecies go into effect to ruin someone’s life 
and while they may disapprove there is no immediate call to action to confront 
her. Once she imparts another prophecy to ruin the life of one of the PCs, or of 
an NPC they care about, then it’s time for vengeance. Bear in mind that if you 
wish to use Sophia as a villain, it might be best to not make her a literal 
goddess, just a very powerful djinni with access to high-level divination magic 
and all the allies being the top of a feudal hierarchy entails. The whole 
“goddess of fate” stuff was clearly a load of gas to keep the nobility in line. 
● If the party befriends one of the knights, they will have things they wish to do 
if they no longer serve the baron (once the township is back on its feet after 
the chaos of the Pact of the Lightning God). 
○ Tofska’s wyvern Azura is revealed to not be the last of its kind after all 
as it lays a clutch of eggs in its nest! However, the eggs are sought after 
by smugglers as incredibly valuable pets for wealthy buyers - will the 
party defend this dying species or give in to greed as well? 
○ Illia has a human family on the material plane who she left behind. 
When she returns to them, bringing the party with her as guests of 
honour, she may find they have suffered without her at the hands of 
bandits, cultists, or inquisitors.  
○ Rassana, if she is found and freed by the party, is finding her undead 
nature difficult to live with. Despite her best efforts, she can’t help 
seeking out living beings to slay and devour. The party may have to hunt 
her down after a series of murders, attempt to bring her back to life, or 
even fend off other undead beings who want to add her to their cabal. 
● If nothing else, the Plane of Air is an interesting biome that your players 
probably won’t get to explore again for a while (as most adventures are set in 
their setting’s “normal world”). It could be the perfect place to set up a 
stronghold or headquarters, given that someone in the party is capable of 
casting p​ lane shift ​to go to and from this plane and the material. 
 
 
 
 
 
 
 

37 
Appendix : Monster and NPC Stat Blocks 
Elementals 
Kel, Elemental Beast (Slow Storm Variant) 
Gargantuan elemental 
Armor Class​ 19 (natural armor) 
Hit Points ​297 (18d20 + 108) 
Speed ​0 ft., fly 60 ft. (hover) 
STR 20 (+5) DEX 19 (+4) CON 22 (+6) INT 11 (+0) WIS 16 (+3) CHA 11 (+0) 
Saving Throws​ Dex +10, Con +12 
Damage Resistances​ acid, cold, fire 
Damage Immunities l​ ightning 
Condition Immunities​ paralyzed, petrified, poisoned, prone, unconscious 
Senses​ blindsight 30 ft., darkvision 120 ft., passive Perception 13 
Languages ​Primordial 
Challenge ​17 (18,000 XP) 
Appearance A ​ huge, spiny orb with baleful white eyes suspended in a violent storm 
Inventory E​ mpty 
Traits
Bone Wrack. ​When hit by Kel's slam or breath weapon attack, she absorbs moisture 
from the living creatures' joints, causing stiffness and pain. In addition to 1d4 
Dexterity drain, any creature caught within the slow storm's breath weapon that fails 
another DC 18 Constitution save suffers crushing pain in bones and joints. Any round 
in which the pained creature moves, it takes 1d4 necrotic damage per 5 feet moved. 
Bone wracking pain lasts until the affected creature regains at least 1 point of lost 
Dexterity. 
Innate Spellcasting.​ Kel's innate spellcasting ability is Wisdom (spell save DC 17). She 
can innately cast the following spells, requiring no material components: 
At will: l​ ightning bolt 
3/day: ​chain lightning 
Storm Form.​ Kel is a smaller creature than the space she occupies, and her 
vulnerable physical body is protected by a cyclonic wind surrounding it. She occupies 
a space 20 feet square, but her physical body occupies just the center 10-foot square 
space. The nucleus of a slow storm is a six-foot radius sphere weighing 175 lb. The 
rest of the space is “occupied” by protective, high-speed wind. 
Actions
Slam. M
​ elee Weapon Attack​: +11 to hit, reach 15 ft., one target. H
​ it​: 31 (4d12 + 5) 
bludgeoning damage plus 9 (2d8) piercing damage. 
Static Shock (Recharge 5-6). K ​ el exhales its electrical power in a 30-foot cone. 
Targets in the area of effect take 54 (12d8) lightning damage, 1d4 Dexterity loss, and 

38 
suffer bone wrack. A successful DC 19 Constitution saving throw halves the Dexterity 
loss and prevents the bone wrack. 

Legendary Actions
Kel can take 3 Legendary Actions, choosing from the options below. Only one 
legendary action can be used at a time, and only at the end of another creature's 
turn. Spent Legendary Actions are regained at the start of each turn. 
● Move. ​Kel moves up to her speed without provoking opportunity attacks. 
● Slam. K ​ el makes one slam attack against a creature within range. 
● Static Shock (costs 3 actions). K
​ el uses Static Shock, or recharges it if it is not 
recharged already. 

Tactics
Destroy. Do as much damage as possible with Static Shock and ​chain lightning ​before 
moving on to the next big target. 
 

Mul, Lesser Elemental Beast 


Huge elemental, neutral 
Armor Class 1​ 5 
Hit Points​ 108 (12d12+24) 
Speed​ 0 ft., fly 90 ft. (hover) 
STR 14 (+2) DEX 20 (+5) CON 14 (+2) INT 6 (-2) WIS 10 (+0) CHA 6 (-2) 
Damage Resistances ​acid, cold, fire 
Damage Immunities​ lightning 
Condition Immunities.​ paralyzed, petrified, poisoned, prone, unconscious 
Senses ​darkvision 60 Ft., passive Perception 10 
Languages​ Auran 
Challenge​ 5 (1,800 XP) 
Appearance A ​ 4-foot-wide spiny orb suspended in a whirlwind with white eyes and a 
cavernous mouth 
Inventory E​ mpty 
Traits
Amorphous.​ Mul can move through a space as narrow as a Medium creature without 
squeezing. 
Air Form.​ Mul can enter a creature's space and stop there, unless it is Huge or larger.  
Innate Spellcasting.​ Mul's innate spellcasting ability is Wisdom (spell save DC 10). It 
can innately cast the following spells, requiring no material components: 
At will: w
​ itch bolt (​ cast at 3rd level) 
Nucleus. M ​ ul is a smaller creature than the space it occupies, and its vulnerable 
physical body is protected by a cyclonic wind surrounding it. The slow storm occupies 
a space 15 feet square, but its physical body occupies just the center 5-foot square 

39 
space. The nucleus is a two-foot radius sphere weighing 75 lb. The rest of the space 
is “occupied” by protective, high-speed wind. 
Only the central, physical body is susceptible to damage; the wind is just wind. 
Enemies using melee weapons with less than 10-foot reach must step into the 
whirlwind to attack the slow storm. 
Actions
Multiattack. M​ ul makes two slam attacks. 
Slam.​ ​Melee Weapon Attack​: +8 to hit, reach 5 ft., one target. H
​ it​: 16 (3d8 + 5) 
bludgeoning damage. 
Whirlwind (Recharge 4-6).​ Each creature in Mull's space must make a DC 13 Strength 
saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is 
flung up 20 feet away from it in a random direction and knocked prone. If a thrown 
target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning 
damage for every 10 feet it was thrown. If the target is thrown at another creature, 
that creature must succeed on a DC 13 Dexterity saving throw or take the same 
damage and be knocked prone. If the saving throw is successful, the target takes half 
the bludgeoning damage and isn't flung away or knocked prone. 

Legendary Actions
Mul can take 3 Legendary Actions, choosing from the options below. Only one 
legendary action can be used at a time, and only at the end of another creature's 
turn. Spent Legendary Actions are regained at the start of each turn. 
● Move. ​Mul moves up to its speed without provoking opportunity attacks. 
● Slam. M ​ ul makes one slam attack against a creature within range. 
● Static Shock (costs 3 actions). M​ ul lets out a static shock in a 15ft. cone. 
Creatures caught in the cone must succeed on a DC 13 Constitution saving 
throw or take 8d6 force damage and have disadvantage on Dexterity saving 
throws and attack rolls based on Dexterity for 1 minute. On a successful saving 
throw, the force damage is halved and no disadvantage is applied.  

Tactics
Move into other creatures’ spaces, fling them with Whirlwind, then fire ​lightning bolts 
at them while they’re down. Fly into the sky and come back to flank your enemies 
when they outgun you. 

Mini Mul 
Tiny elemental, chaotic neutral 
Armor Class​ 15 
Hit Points​ 6 (1d4 + 2) 
Speed​ 5 ft., fly 40 ft. 
STR 3 (-4) DEX 20 (+5) CON 14 (+2) INT 6 (-2) WIS 10 (+0) CHA 6 (-2)| 
Skills​ Perception +2, Stealth +9 

40 
Senses​ darkvision 60 ft., passive Perception 12 
Damage Resistances ​acid, cold, fire 
Damage Immunities l​ ightning 
Condition Immunities.​ grappled, paralyzed, petrified, poisoned, prone, unconscious 
Languages​ Auran 
Challenge​ 1/8 (25 XP) 
Appearance A ​ spiny orb about the size of an apple with white dots for eyes  
Inventory E
​ mpty 
Traits
Amorphous.​ Mul can move through a space as narrow as 1 inch wide without 
squeezing. 
Innate Spellcasting.​ Mul's innate spellcasting ability is Wisdom (+2 to hit with spell 
attacks). It can innately cast the following spells, requiring no material components: 
At will: s
​ hocking grasp 
Familiar.​ Mul can serve another creature as a familiar, forming a telepathic bond with 
its willing master. While the two are bonded, the master can sense what Mul senses 
as long as they are within 1 mile of each other. While Mul is within 10 feet of its 
master, the master shares Mul’s Innate Spellcasting trait. At any time and for any 
reason, the Mul can end its service as a familiar, ending the telepathic bond.  
Survivor. M ​ ul is very good at surviving when depleted of energy. If Mul is killed, it can 
regenerate either in the Plane of Air or in a space adjacent to the ​blade of Mul (​ Mul’s 
choice). The regeneration process takes 1d10 hours, at which point Mul returns with 
all its hit points. 
Actions
Invisibility.​ ​Mul magically turns invisible until it attacks or casts a spell, or until its 
concentration ends (as if concentrating on a spell). Any equipment Mul wears or 
carries is invisible with it. 
Bite.​ ​Melee Weapon Attack​: +2 to hit, reach 5 ft., one target. ​Hit​: 1 piercing damage 
plus 1d4 lightning damage. 
Static Shock.​ R ​ anged Weapon Attack​: +6 to hit, range 40/160 ft., one target. H ​ it​: 1 
force damage, and the target must succeed on a DC 5 Constitution saving throw or 
fall unconscious for one minute, or until it takes damage or another creature takes an 
action to shake it awake. 

Tactics
Obey your master. Otherwise, hit-and-run with ​shocking grasp ​and use Static Shock 
sparingly, where you think you have a chance to knock a creature unconscious.  
 
 
 

41 
Spark  
Tiny elemental, chaotic neutral 
Armor Class​ 16 (natural armor) 
Hit Points​ 84 (13d4 + 52) 
Speed​ 10 ft., fly 60 ft. (hover) 
STR 4 (-3) DEX 20 (+5) CON 18 (+4) INT 10 (+0) WIS 12 (+1) CHA 17 (+3) 
Saving Throws ​Dex +8 
Damage Immunities​ lightning 
Damage Resistances ​acid, fire, force, thunder; bludgeoning, piercing, and slashing 
from nonmagical weapons 
Condition Immunities ​exhaustion, grappled, paralyzed, poisoned, prone, restrained, 
unconscious 
Senses​ darkvision 60 ft., passive Perception 11 
Languages​ Common, Primordial 
Challenge​ 7 (2,900 XP) 
Appearance A ​ mote of blue-purple electrical energy with a trailing, comet-like tail 
Inventory E​ mpty 
Traits
Innate Spellcasting. ​The spark’s innate casting ability is Charisma (spell save DC 14, 
+6 to hit with spell attacks). It can innately cast the following spells, requiring no 
material components: 
At will: s
​ hocking grasp ​(3d6) 
3/day: ​lightning bolt 
1/day: ​call lightning 
Levitator (Variant). ​A creature inhabited by the spark shares its flying speed. 
Actions
Inhabit. ​Melee Weapon Attack​: +6 to hit, reach 5 ft., one target. Hit: The target must 
succeed on a DC 14 Charisma saving throw or become dominated by the spark, as the 
dominate person​ spell. An elemental succeeds on the saving throw automatically. The 
spark instantly enters the target’s space and merges into the target’s physical form. 
While inhabiting a creature, a spark takes no damage from physical attacks. The 
target creature receives a +4 bonus to its Dexterity and Charisma scores while it’s 
inhabited. The speech and actions of an inhabited creature are noticeably jerky and 
erratic to any creature with passive Perception 14 or higher. Each time the spark uses 
innate spellcasting, the host can attempt another DC 14 Charisma saving throw. A 
successful save expels the spark, which appears in an unoccupied space within 5 feet 
of the former host. The inhabiting spark slowly burns out its host’s nervous system. 
The inhabited creature must make a successful DC 15 Constitution saving throw at 
the end of each 24 hour-period or take 2d6 lightning damage and have its maximum 
hit points reduced by the same amount. The creature dies if this damage reduces its 

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hit point maximum to 0. The reduction lasts until the inhabited creature completes a 
long rest after the spark is expelled. 

Tactics
Get inside someone as soon as you can, and then pilot that person to fire ranged 
attacks at your enemies. Keep your distance so that your host is as safe as possible. 

Possessed Commoner 
Medium humanoid (genasi) 
Armor Class​ 10/12 
Hit Points​ 32 (5d8+10) 
Speed​ 30 ft., fly 60ft. (hover) 
STR 15 (+2) DEX 11 (+0)/15 (+2) CON 14 (+2) INT 10 (+0) WIS 10 (+0) CHA 11 (+0)/15 (+2) 
Skills ​Intimidation +2/+4 
Senses ​passive Perception 10 
Languages​ Auran 
Challenge ​1/2 (100 XP) 
Appearance A ​ humanoid with blue, red, green, or grey skin with glowing blue-purple 
eyes 
Inventory A ​ toga, a bronze shortsword, a birch shortbow, 1d20 arrows, 1d10 electrum 
pieces 
Traits
Pack Tactics.​ T
​ he commoner has advantage on an attack roll against a creature if at 
least one of the commoner's allies is within 5 ft. of the creature and the ally isn't 
incapacitated. 
Possessed. W​ hile inhabited by a spark, the commoner is dominated as per the 
dominate person s ​ pell, has a +4 bonus to Dexterity and Charisma, and has a flying 
speed of 40 feet. 
Actions
Multiattack. T ​ he commoner makes two melee attacks. 
Shortsword.​ ​Melee Weapon Attack​: +4 to hit, reach 5 ft., one creature. ​Hit​: 5 (1d6 + 2) 
slashing damage. 
Shortbow. R ​ anged Weapon Attack​: +2/+4 to hit, reach 100/400 ft., one target. H ​ it​: 5 
(1d10)/7 (1d10 + 2) piercing damage. 

Tactics
Attack from long range as best you can. Protect your body, for it is the only thing 
protecting your host. 

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Nobility  
Lord Arion  
Large elemental 
Armor Class​ 15 (studded leather armor) 
Hit Points​ 161 (14d10+84) 
Speed​ 30 ft., fly 90 ft. 
STR 21 (+5) DEX 15 (+2) CON 22 (+6) INT 15 (+2) WIS 16 (+3) CHA 20 (+5) 
Saving Throws​ Dex +6, Wis +7, Cha +9 
Skills ​Performance +8 (+12 when singing) 
Damage Immunities l​ ightning, thunder 
Senses​ darkvision 120 Ft., passive Perception 13 
Languages​ Auran, Common, Dwarvish  
Challenge​ 11 (7,200 XP) 
Appearance A ​ tall, handsome, blue-skinned humanoid with white hair and legs that 
fade into mist 
Inventory​ Brigandine armor studded with iron spikes, a bronze amulet inscribed with 
scenes of warriors’ glory, a scimitar with a gold hilt, a half-eaten pomegranate fruit 
Traits
Elemental Demise. ​If Arion dies, his body disintegrates into a warm breeze, leaving 
behind only equipment he was wearing or carrying. 
Innate Spellcasting.​ Arion’s innate spellcasting ability is Charisma (spell save DC 17, 
+9 to hit with spell attacks). He can innately cast the following spells, requiring no 
material components:  
At will:​ chill touch, detect magic, thunderwave  
3/day each: c ​ reate food and water​ (can create wine instead of water), r​ ay of 
enfeeblement,​ t​ ongues, wind walk  
1/day each: c ​ onjure elemental​ (air elemental only)​, gaseous form, invisibility, major 
image ​(does not require concentration) 
Legendary Resistance (1/day). ​When Arion fails a saving throw, he can choose to 
succeed instead. 
Lightning Rod.​ ​When Arion takes lightning damage, he instead restores hit points 
equal to half the damage dealt. 
Actions
Multiattack.​ Arion makes three scimitar attacks. 
Scimitar. M
​ elee Weapon Attack​: +9 to hit, reach 5 ft., one target. ​Hit​: 11 (2d6 + 5) 
slashing damage plus 3 (1d6) lightning or thunder damage (djinni's choice) 
Create Whirlwind. A ​ 5-foot-radius, 30-foot-tall cylinder of swirling air magically 
forms on a point Arion can see within 120 feet of it. The whirlwind lasts as long as 
Arion maintains concentration (as if concentrating on a spell). Any creature but Arion 
that enters the whirlwind must succeed on a DC 18 Strength saving throw or be 

44 
restrained by it. Arion can move the whirlwind up to 60 feet as an action, and 
creatures restrained by the whirlwind move with it. The whirlwind ends if Arion loses 
sight of it. A creature can use its action to free a creature restrained by the 
whirlwind, including itself, by succeeding on a DC 18 Strength check. If the check 
succeeds, the creature is no longer restrained and moves to the nearest space 
outside the whirlwind. 

Villain Actions
Arion can take one Villain Action per round immediately after another creature’s turn. 
He takes these actions in the following order: 
Round 1: “To Me!” ​A ​swarm of harpy knights​ appears to aid Arion in a space within 60 
feet of him. 
Round 2: “Surround The Trespassers!” A ​ ll of Arion’s allies move up to half their speed 
without provoking opportunity attacks. 
Round 3: “Execute Them!” ​Arion’s allies all make one attack. 
 

Lair Actions
On initiative count 20 (losing all initiative ties), Arion can use one of its lair action 
options. He can’t do so while incapacitated or otherwise unable to take actions. If 
surprised, he can’t use one until after its first turn in the combat. 
● Arion calls out to the storm to drive a wedge between his enemies. Two 
creatures in his line of sight must make a DC 17 Strength saving throw or be 
forced to move 20 feet further away from each other. 
● Arion creates a ring of lightning 1 foot wide that encircles the spire at a space 
of his choosing on its length. A creature that starts its turn touching the ring or 
touches it for the first time on its turn must make a DC 15 Dexterity saving 
throw or take 3d10 lightning damage. The ring lasts until initiative count 20 on 
the following round. 
● Arion dissolves into mist and teleports up to 30 feet to a spot in his lair where 
he returns to his solid form.

Tactics
Use r​ ay of enfeeblement t​ o harry characters fighting Obstacles. Otherwise, use your 
flight to avoid melee characters and use Create Whirlwind to lift characters into the 
air to slash at with your scimitar.
 
 
 
 
 

45 
Owl Harpy Knight  
Medium monstrosity 
Armor Class​ 14 (leather armor) 
Hit Points​ 112 (15d8 + 45) 
Speed ​20 ft., fly 80 ft. (hover). 
STR 12 (+1) DEX 17 (+3) CON 16 (+3) INT 11 (+0) WIS 14 (+2) CHA 18 (+4) 
Skills​ Performance +7, Stealth +6 (+9 while flying) 
Damage Vulnerabilities​ thunder 
Senses ​blindsight 60 ft., passive Perception 12 
Languages​ Auran, Common 
Challenge​ 5 (1,800 XP) 
Appearance A ​ half-owl half-elf with tawny feathers almost like a headdress around 
their feral face and bird-like talons,  
Inventory l​ eather armor painted red and white with the symbol of the Obelisk, a 
glavie with an opposing spike, a holy symbol (ring inscribed with an ancient dialect of 
Primordial - requires a DC 16 History check by a character who knows Primordial to 
translate to “patiently we await your oblivion”) 
Traits
Dissonance. T​ he owl harpy can’t use its blindsight while deafened. 
Innate Spellcasting.​ The owl harpy’s innate spellcasting ability is Charisma. The owl 
harpy can innately cast the following spells, requiring no material components: 
3/day: ​darkness 
Actions
Multiattack. T ​ he owl harpy makes two talons attacks and two greatsword attacks. 
Talons.​ M​ elee Weapon Attack​: +6 to hit, reach 5 ft., one target. ​Hit​: 8 (2d4 + 3) 
slashing damage. 
Glaive.​ M
​ elee Weapon Attack​: +6 to hit, reach 5 ft., one target. ​Hit​: 8 (1d10 + 3) 
slashing damage. 
Hovering Darkness.​ An owl harpy that hovers in flight can shake a fine, magical 
dander from her wings over a creature within 20 feet and directly below her. The 
creature must succeed on a DC 15 Constitution saving throw or fall unconscious and 
be poisoned for 10 minutes. It wakes up if it takes damage or if a creature uses an 
action to shake it awake, but waking up doesn’t end the poisoning. 
Luring Song. ​The owl harpy sings a magical melody. Every humanoid and giant within 
300 feet of the harpy that can hear the song must succeed on a DC 15 Wisdom saving 
throw or be charmed until the song ends. The harpy must use a bonus action on its 
subsequent turns to continue singing. It can stop singing at any time. The song ends 
if the harpy becomes incapacitated. While charmed by the harpy, a target is 
incapacitated and ignores the songs of other harpies. A charmed target that is more 
than 5 feet away from the harpy must move at its highest rate (including dashing, if 
necessary) along the most direct route to get within 5 feet of the harpy. The charmed 

46 
creature doesn’t maneuver to avoid opportunity attacks, but it can repeat the saving 
throw every time it takes damage from anything other than the harpy. It also repeats 
the saving throw before entering damaging terrain (lava or a pit, for example), if the 
most direct route includes a dangerous space. A creature also repeats the saving 
throw at the end of each of its turns. A successful saving throw ends the effect on 
that creature and makes the creature immune to this harpy’s song for 24 hours. 

Tactics
Use Luring Song to split up your enemies and disrupt their tactics. Use d
​ arkness ​to 
single out characters for you to pounce on. 

Harpy Knight  
Medium monstrosity 
Armor Class​ 11 
Hit Points ​38 (7d8+7) 
Speed​ 20 ft., fly 40 ft. 
STR 12 (+1) DEX 13 (+1) CON 12 (+1) INT 7 (-2) WIS 10 (+0) CHA 13 (+1) 
Senses ​passive Perception 10 
Languages ​understands Auran and Common but can’t speak 
Challenge​ 1 (200 XP) 
Appearance A ​ half-vulture half-elf knight  
Inventory L​ ight brigandine armor, painted red and white with the symbol of the 
Obelisk; a bronze sickle, a birch shortbow, 1d20 arrows, 2d10 electrum, a small bag of 
seeds 
Actions
Multiattack. T ​ he harpy makes two attacks: one with its claws and one with its sickle. 
Alternatively, it makes two attacks with its shortbow. 
Claws.​ M ​ elee Weapon Attack​: +3 to hit, reach 5 ft., one target. ​Hit​: 5 (2d4 + 1) slashing 
damage. 
Sickle.​ M
​ elee Weapon Attack​: +3 to hit, reach 5 ft., one target.​ Hit​: 3 (1d4 + 1) slashing 
damage. 
Shortbow. R ​ anged Weapon Attack​: +3 to hit, range 80/320ft., one target. H ​ it​: 4 (1d6 + 
1) piercing damage. 

Tactics
Attack from a distance with your shortbow. In concert with an owl harpy, try to fend 
off characters attempting to save their charmed companions. 
 
 
 

47 
Swarm of Harpy Knights 
Huge swarm of Medium monstrosities, lawful neutral 
Armor Class​ 13 (studded leather) 
Hit Points​ 112 (15d12 + 15) 
Speed​ 20 ft., fly 40 ft. 
STR 15 (+2) DEX 13 (+1) CON 12 (+1) INT 10 (+0) WIS12 (+1) CHA 14 (+2) 
Saving Throws​ Con +4 
Skills​ Acrobatics +4, Intimidation +5 
Damage Resistances​ bludgeoning, piercing, slashing 
Condition Immunities​ charmed, frightened, grappled, paralyzed, petrified, prone, 
restrained, stunned 
Senses​ passive Perception 11 
Languages​ understands Auran and Common but can’t speak 
Challenge​ 6 (2,300 XP) 
Appearance A ​ swarm of half-vulture, half-elf knights dressed in light brigandine 
armor, painted red and white with the symbol of the Obelisk 
Inventory A​ s harpy knight, times 2d20 
Traits
Ambusher.​ T​ he harpies have advantage on attack rolls against any creature it has 
surprised. 
Assassinate.​ ​During its first turn, the harpies have advantage on attack rolls against 
any creature that hasn't taken a turn. Any hit the harpies score against a surprised 
creature is a critical hit. 
Swarm.​ ​The swarm can occupy another creature's space and vice versa, and the 
swarm can move through any opening large enough for a Medium harpy. The swarm 
can't regain hit points or gain temporary hit points. 
Actions
Claws.​ M​ elee Weapon Attack: +4 to hit, reach 5 ft., one target in the swarm's space. 
Hit: 18 (8d4 + 2) piercing damage, or 12 (4d4 + 4) piercing damage if the swarm has 
half of its hit points or fewer. 
Scream (recharge 6).​ The harpies scream a mournful, wordless howl. Every creature 
within 15 feet of the swarm must make a DC 13 Constitution saving throw or take 
4d10 thunder damage, or half as much on a successful save. The creatures have 
advantage on the saving throw if the swarm has half its hit points or less. 

Tactics
Swarm over one character at a time; go for those who are already bleeding. 
 
 

48 
Illuminator Knight Illia 
Large elemental 
Armor Class 1​ 7 
Hit Points ​121 (20d10) 
Speed​ 0ft., fly 60 ft. (hover) 
STR 10 (+0) DEX 25 (+7) CON 10 (+0) INT 18 (+4) WIS 18 (+4) CHA 12 (+1) 
Saving Throws​ Dex +10, Con +3, Int +7, Wis +7, Cha +4 
Skills ​Arcana +7, Insight +7, Perception +7 
Damage Immunities​ poison, psychic, radiant 
Damage Resistances ​acid, cold, fire, lightning, thunder; bludgeoning, piercing, and 
slashing from nonmagical weapons 
Condition Immunities​ blinded, charmed, exhaustion, grappled, paralyzed, petrified, 
poisoned, prone, restrained, unconscious 
Senses​ blindsight 120 ft., truesight 60 ft., passive Perception 17 
Languages​ Common, Celestial, Deep Speech, Elvish, Primordial, Orcish, Undercommon 
Challenge​ 8 (3,900 XP) 
Appearance A ​ tall, humanoid warrior composed of ever-shifting colours 
Inventory L ​ ight clothing, a pouch containing 23 electrum pieces, a half-full waterskin 
Traits
Alien Mentality.​ Illia’s exotic consciousness renders her immune to psychic effects, 
and any attempt to read her thoughts leaves the reader confused (as the ​confusion 
spell) for 1 round. 
Darkness Vulnerability. M ​ agical darkness is harmful to liosalfar: Illia takes 2d10 
radiant damage, or half damage with a successful DC 14 Constitution saving throw, 
each time she starts her turn inside magical darkness. Natural darkness is unpleasant 
to her but not harmful. 
Incorporeal Movement.​ Illia can move through other creatures and objects as difficult 
terrain. She takes 5 (1d10) force damage if she ends her turn inside an object. 
Innate Spellcasting.​ Illia’s innate spellcasting ability is Intelligence (spell save DC 15, 
+7 to hit with spell attacks). She can innately cast the following spells, requiring no 
material components: 
At will: a
​ ugury, color spray, dancing lights, detect magic, light, silent image, spare the 
dying 
2/day each: a ​ lter self, blur, divination, hypnotic pattern, prismatic spray, scorching ray 
1/day each: h ​ allucinatory terrain, plane shift, sunbeam 
Lightform. ​Liosalfar are composed entirely of light. Illia is not subject to ability 
damage or effects that alter her form. 
Music-Lover. I​ llia has disadvantage on saving throws against musical effects, such as 
a harpy’s song. 
Prismatic Glow. ​Liosalfar shed rainbow illumination equal to a daylight spell. Illia 
cannot extinguish this glow without perishing but can reduce it to the level of 

49 
torchlight at will. Even when using a ​ lter self​ to change her appearance she has a 
faint, diffused glow that’s visible in dim light or darkness. 
Actions
Multiattack.​ Illia makes two Disrupting Touch attacks. 
Disrupting Touch. ​Melee Weapon Attack​: +10 to hit, reach 5 ft., one target. ​Hit​: 26 
(4d12) radiant damage, and the target must succeed on a DC 15 Wisdom saving throw 
or become stunned for 1 round.  

Tactics
Use c
​ olour spray t​ o harass enemies with low hit points and save ​sunbeam f​ or a 
moment where you are not surrounded by enemies, to maximise the time you can 
use it before your concentration ends. Disrupting Touch is an attack to be saved for 
knocking out possessed commoners. 

Blue Knight Tofska  


Medium humanoid (earth genasi) 
Armor Class 1​ 8 (Plate) 
Hit Points​ 55 (8d8+16) 
Speed​ 30 ft. 
STR 16 (+3) DEX 11 (+0)/15 (+2) CON 14 (+2) INT 11 (+0) WIS 11 (+0) CHA 15 (+2)/19 (+4) 
Saving Throws​ Con +4, Wis +2 
Senses​ passive Perception 10 
Languages​ Auran, Common, Draconic 
Challenge​ 3 (700 XP) 
Appearance A ​ n aged knight with long, sandy hair, wearing  
Inventory a​ frilled blue tabard over her plate armor, a halberd styled like a dragon’s 
head 
Traits
Brave.​ Tofska has advantage on saving throws against being frightened. 
Dragon-Whisperer. W ​ hen Tofska speaks Draconic, any dragon that hears her can 
understand even if it cannot speak the language. When Tofska speaks to a dragon 
that cannot usually understand Draconic, she can only convey basic concepts. 
Actions
Multiattack. T​ ofska makes two melee attacks. 
Hellkite (+1 Halberd).​ ​Melee Weapon Attack​: +6 to hit, reach 10 ft., one target.​ Hit​: 9 
(1d10 + 3) piercing damage plus 1 fire damage. 
Longbow.​ Ranged Weapon Attack​: +2/+4 to hit, reach 100/400 ft., one target. ​Hit​: 5 
(1d8)/7 (1d8 + 2) piercing damage. 
Leadership (Recharges after a Short or Long Rest).​ For 1 minute, Tofska can utter a 
special command or warning whenever a nonhostile creature that she can see within 
30 ft. of her makes an attack roll or a saving throw. The creature can add a d4 to its 

50 
roll provided it can hear and understand Tofska’s orders. A creature can benefit from 
only one Leadership die at a time. This effect ends if Tofska is incapacitated. 
Reactions
Parry.​ Tofska adds 2 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. 

Tactics
If you can’t mount Azura, get into the thick of combat with your allies so they can 
benefit from your Leadership feature. Otherwise, reserve it for Azura and attack in 
fly-by attacks with her. 
 
Undead 
Rassana  
Medium undead 
Armor Class 1​ 5 (natural armor)  
Hit Points ​105 (14d8 + 42)  
Speed​ 30 ft., fly 30 ft.  
STR 16 (+3) DEX 15 (+2) CON 16 (+3) INT 10 (+0) WIS 10 (+0) CHA 15 (+2)  
Damage Resistances​ cold, fire, lightning, necrotic  
Damage Immunities​ poison  
Condition Immunities ​charmed, exhaustion, petrified, poisoned  
Senses​ darkvision 60 ft., passive Perception 10  
Languages​ Primordial 
Challenge​ 5 (1,800 XP)  
Appearance A ​ green-skinned undead with the kind of chiseled musculature that 
comes from dehydration and starvation, a mouth full of sharp teeth, and a long 
tongue that drips with drool 
Inventory A
​ purple tunic 
Traits
Paralyzing Throes. W ​ hen Rassana dies, she explodes in a puff of noxious smoke. Each 
creature within 5 feet of it must succeed on a DC 13 Constitution saving throw or be 
paralyzed until the end of its next turn.  
Turn Resistance. ​Rassana has advantage on saving throws against any effect that 
turns undead.  
Variable Immunity. ​As a bonus action, Rassana changes one of her damage 
resistances to immunity to that type of damage until the start of its next turn.  
Innate Spellcasting.​ Rassana’s innate spellcasting ability is Charisma (spell save DC 
13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no 
material components:  
At will: c
​ hill touch, fire bolt, ray of frost, shocking grasp  

51 
3/day each: f​og cloud, levitate, misty step, shatter 
1/day each:​ blur, fireball, gaseous form, sleet storm, stinking cloud 
Actions
Multiattack.​ Rassana makes two attacks with her claws.  
Claws. ​Melee Weapon Attack​: +6 to hit, reach 5 ft., one target. H
​ it​: 10 (2d6 + 3) 
slashing damage. If the target is a creature other than an elf or undead, it must 
succeed on a DC 13 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. 

Tactics
Open the fight with a f​ ireball ​from inside the crypt. Once the other undead are in 
position, cast ​stinking cloud ​over them. After that, when a creature gets too close to 
the crypt use your claws to paralyze them and drag them into the darkness. 

Defiled Knight’s Bones (Cackling Skeleton) 


Medium undead  
Armor Class​ 9  
Hit Points​ 26 (4d8 + 8)  
Speed ​30 ft.  
STR 12 (+1) DEX 9 (–1) CON 15 (+2) INT 8 (–1) WIS 10 (+0) CHA 14 (+2)  
Saving Throws​ Cha +4  
Damage Immunities​ poison  
Condition Immunities​ exhaustion, poisoned  
Senses ​darkvision 60 ft., passive Perception 10  
Languages ​Auran  
Challenge​ 1/2 (100 XP)  
Appearance A ​ yellowed skeleton with loosely hanging bandages and an unnerving 
smile 
Inventory Y​ ellowed bandages 
Traits
Cackle.​ The skeleton emits a constant, demoralizing cackle. When a creature that 
isn’t an undead or a construct starts its turn within 30 feet of the cackling skeleton 
and can hear the skeleton, it must make a DC 10 Wisdom saving throw or feel 
demoralized by the skeleton’s cackling. A demoralized creature has disadvantage on 
attack rolls until the start of its next turn.  
Turn Vulnerability.​ The cackling skeleton has disadvantage on saving throws against 
any effect that turns undead.  

52 
Actions
Slam. M
​ elee Weapon Attack​: +3 to hit, reach 5 ft., one target. ​Hit​: 4 (1d6 + 1) 
bludgeoning damage. The cackling skeleton has advantage on this attack roll if the 
target is demoralized.  
Mock (Recharge 5–6).​ The cackling skeleton mocks the futile efforts of up to three 
creatures it can see within 30 feet of it that aren’t undead or constructs. Each target 
must make a DC 12 Charisma saving throw, taking 5 (2d4) psychic damage on a failed 
save, or half as much damage on a successful one. A demoralized target has 
disadvantage on this saving throw.  

Tactics
Use Mock and then pummel the demoralized characters with Slams. 
 

Flayed Knight’s Skin (Husk) 


Medium undead 
Armor Class​ 9  
Hit Points​ 19 (3d8 + 6)  
Speed​ 30 ft.  
STR 14 (+2) DEX 8 (–1) CON 14 (+2) INT 5 (–3) WIS 7 (–2) CHA 5 (–3)  
Damage Immunities​ poison  
Condition Immunities​ poisoned  
Senses​ darkvision 60 ft., passive Perception 8  
Languages​ understands Auran but can’t speak  
Challenge​ 1/2 (100 XP)  
Appearance A ​ walking pile of blue, green, red, or grey flayed skin all in one piece with 
gaping, empty eyes and a huge slit down the middle 
Inventory E​ mpty 
Traits
Amorphous.​ The husk can move through a space as narrow as 1 inch wide without 
squeezing.  
Damage Transfer. W​ hile it is grappling a creature, the husk takes only half the 
damage dealt to it, and the creature grappled by the husk takes the other half.  
Actions
Smother. M ​ elee Weapon Attack​: +4 to hit, reach 5 ft., one Medium or smaller 
creature. ​Hit​: The creature is grappled (escape DC 12). Until this grapple ends, the 
target is restrained, blinded, and at risk of suffocating, and the husk can’t smother 
another target. In addition, at the start of each of the target’s turns, the target takes 
5 (1d6 + 2) bludgeoning damage. 

53 
Tactics
Smother the closest target and then attempt to drag the target into the crypt. 
 
Miscellaneous Monsters 
Acolyte of the Prophet  
Medium humanoid (elf) 
Armor Class​ 10 
Hit Points ​13 (2d8 + 4) 
Speed ​30 ft. 
STR 15 (+2) DEX 10 (+0) CON 15 (+2) INT 10 (+0) WIS 14 (+2) CHA 11 (+0) 
Skills​ Athletics +4, Medicine +4, Religion +2 
Senses​ darkvision 60ft., Passive Perception 12 
Languages ​Common, Elvish, Undercommon 
Challenge​ 1/4 (50 XP) 
Appearance A ​ n elf with a stern expression 
Inventory A ​ hooded brown tunic, a palanquin with a prophet inside 
Traits
Spellcasting. T​ he acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom 
(spell save DC 12, +4 to hit with spell attacks). The acolyte has following cleric spells 
prepared: 
Cantrips (at will): g​ uidance, light, thaumaturgy 
1st level (3 slots): ​bless, cure wounds, sanctuary 
Actions
Unarmed Strike.​ Melee Weapon Attack​: +2 to hit, reach 5 ft., one target. ​Hit​: 4 (1d4 + 
2) bludgeoning damage. Alternatively, the target takes 1 bludgeoning damage and 
must make a DC 12 Strength saving throw or be knocked prone. Targets that are 
Large or bigger have advantage on the saving throw. 

Tactics
Incapacitate, don’t kill. 
 
 
 
 
 
 
 

54 
Myethalil 
Medium humanoid (elf) 
Armor Class​ 13 (chain shirt) 
Hit Points​ 30 (7d8 + 7) 
Speed ​25 ft. 
STR 10 (+0) DEX 12 (+1) CON 12 (+1) INT 13 (+1) WIS 16 (+3) CHA 13 (+1) 
Skills ​Medicine +7, Performance +4, Religion +4 
Senses​ darkvision 60ft., passive Perception 13 
Languages​ Common, Elvish, Primordial, Undercommon 
Challenge​ 2 (450 XP) 
Appearance A ​ n elf with white-blonde hair, ragged clothes, and tattoos of triangle 
patterns under her eyes 
Inventory A​ chain shirt worn under rags, simple dagger, a white ash staff, 34 gold 
pieces, mess kit, beef jerky, a holy symbol (a necklace with a glass eye worth 100gp) 
Traits
Spellcasting.​ Myethalil is a 7th-level spellcaster. Her spellcasting ability is Wisdom 
(spell save DC 13, +5 to hit with spell attacks). She has the following cleric spells 
prepared: 
Cantrips (at will): g​ uidance, light, sacred flame 
1st level (4 slots): ​detect magic, detect evil and good, detect poison and disease 
2nd level (3 slots): a ​ ugury, locate object 
3rd level (2 slots): c ​ lairvoyance, tongues  
4th level (1 slot): ​divination​, p
​ olymorph 
Actions
Dagger. M ​ elee Weapon Attack​: +4 to hit, reach 5ft., one target. H​ it​: 3 (1d4 +1) piercing 
damage. 
Staff.​ ​Melee Weapon Attack​: +3 to hit, reach 5 ft., one target. ​Hit​: 3 (1d6) bludgeoning 
damage or 4 (1d8) bludgeoning damage if used with both hands. 

Tactics
Use p
​ olymorph ​to turn into a bird and fly away. Failing that, run. Failing that, accept 
your fate. 

 
 
 
 
 

55 
Hyvern Wyvern (Wyvern Variant) 
Large dragon, unaligned 
Armor Class​ 13 (Natural Armor) 
Hit Points​ 110 (13d10+39) 
Speed ​20 ft., fly 80 ft., swim 60ft. 
STR 19 (+4) DEX 10 (+0) CON 16 (+3) INT 5 (-3) WIS 12 (+1) CHA 6 (-2) 
Skills ​Perception +4 
Senses​ darkvision 60 Ft., passive Perception 14 
Challenge ​6 (2,300 XP) 
Appearance. ​A large blue wyvern with three pairs of wings (the front pair are the 
largest, with the back two being more for control than power) and a frog-like face 
Inventory A ​ bronze amulet depicting workers building a temple 
Traits.
Amphibious. ​The wyvern can breathe in both air and water. 
Actions
Multiattack.​ The wyvern makes two attacks: one with its bite and one with its 
stinger. While flying, it can use its claws in place of one other attack. 
Bite.​ ​Melee Weapon Attack​: +7 to hit, reach 10 ft., one creature. H
​ it​: 10 (2d6 + 4) 
piercing damage. 
Claws. ​Melee Weapon Attack​: +7 to hit, reach 5 ft., one target.​ Hit​: 12 (2d8 + 4) 
slashing damage. 
Stinger. ​Melee Weapon Attack​: +7 to hit, reach 10 ft., one creature. ​Hit​: 10 (2d6 + 4) 
piercing damage plus 28 (7d6) poison damage. The target must make a DC 15 
Constitution saving throw, taking the poison damage on a failed save, or half as much 
damage on a successful one. 

Tactics
Hide in dark corners, lash out with your Stinger, and then retreat somewhere else. 
Make full use of notional gravity to escape your hunters. 

Possessed Pillar 
Large construct 
Armor Class 1​ 4 (natural armor) 
Hit Points ​95 (10d10 + 40) 
Speed​ 20 ft. 
STR 20 (+5) DEX 8 (-1) CON 19 (+4) INT 3 (-4) WIS 11 (+0) CHA 1 (-5) 
Damage Immunities​ poison, psychic; bludgeoning, piercing, and slashing from 
nonmagical weapons that aren’t adamantine 
Condition Immunities​ charmed, exhaustion, frightened, paralyzed, petrified, poisoned 
Senses ​darkvision 120 ft., passive Perception 10 
Languages ​understands Auran but can’t speak 

56 
Challenge​ 7 (2,900 XP) 
Appearance A ​ tall, marble statue made partially of magnetic metal, sculpted in the 
shape of a handsome man with impressive physique and “heroic” proportions 
Inventory E
​ mpty 
Traits
False Appearance.​ While the pillar remains motionless, it is indistinguishable from a 
statue or a carved column. 
Immutable Form. ​The pillar is immune to any spell or effect that would alter its form. 
Magic Resistance.​ The pillar has advantage on saving throws against spells and other 
magical effects. 
Magic Weapons.​ The pillar’s weapon attacks are magical. 
Steal Weapons. T ​ he eldritch magic that powers the pillar produces a magnetic power 
that seizes metal objects that touch it, including metal weapons. When a creature 
successfully strikes the pillar with a metal melee weapon, the attacker must make a 
successful DC 15 Strength or Dexterity saving throw or the weapon becomes stuck to 
the pillar until the pillar releases it or is destroyed. The saving throw uses the same 
ability as the attack used. The pillar can release all metal weapons stuck to it 
whenever it wants. A pillar always drops all weapons stuck to it when it believes it’s 
no longer threatened. This ability affects armor only during a grapple. 
Variant: Bound. ​The pillar is magically bound to an amulet. As long as the pillar and 
its amulet are on the same plane of existence, the amulet's wearer can telepathically 
call the pillar to travel to it, and the pillar knows the distance and direction to the 
amulet. If the pillar is within 60 feet of the amulet's wearer, half of any damage the 
wearer takes (rounded up) is transferred to the pillar. 
Actions
Multiattack. T
​ he pillar makes two slam attacks. 
Slam. M
​ elee Weapon Attack​: +8 to hit, reach 5 ft., one target. H
​ it​: 18 (3d8 + 5) 
bludgeoning damage. 

Tactics
Relentlessly pummel any target your master chooses. 

 
 
 

57 
Gargoyle 
Medium elemental 
Armor Class​ 15 (natural armor) 
Hit Points ​52 (7d8+21) 
Speed ​30 ft., fly 60 ft. 
ST 15 (+2) DEX 11 (+0) CON 16 (+3) INT 6 (-2) WI 11 (+0) CHA 7 (-2) 
Damage Resistance​ bludgeoning, piercing, and slashing From nonmagical attacks that 
aren't adamantine 
Damage Immunities​ poison 
Condition Immunities ​exhaustion, petrified, poisoned 
Senses ​darkvision 60 Ft., passive Perception 10 
Languages​ Terran 
Challenge​ 2 (450 XP) 
Appearance A ​ statue shaped like a winged monster with water drooling from its 
mouth 
Inventory E​ nough water in its mouth to fill a waterskin. 
Traits
False Appearance. ​While the gargoyle remains motionless, it is indistinguishable from 
an inanimate statue. 
Actions
Multiattack. T​ he gargoyle makes two attacks: one with its bite and one with its 
claws. 
Bite. ​Melee Weapon Attack​: +4 to hit, reach 5 ft., one target. H
​ it​: 5 (1d6 + 2) piercing 
damage. 
Claws. ​Melee Weapon Attack​: +4 to hit, reach 5 ft., one target. H ​ it​: 5 (1d6 + 2) slashing 
damage. 

Tactics
Hide as a statue. Failing that, spit water at your attacker with the hopes that it will 
go away. Failing that, fly away and gather some allies to have safety in numbers.  

Steam Mephit 
Small elemental 
Armor Class​ 10 
Hit Points ​21 (6d6) 
Speed​ 30 ft., fly 30 ft. 
STR 5 (-3) DEX 11 (+0) CON 10 (+0) INT 11 (+0) WIS 10 (+0) CHA 12 (+1) 
Damage Immunities​ fire, poison 
Condition Immunities ​poisoned 
Senses​ darkvision 60 Ft., passive Perception 10 
Languages ​Aquan, Ignan 

58 
Challenge​ 1/4 (50 XP) 
Appearance A ​ floating imp made of steam 
Inventory E
​ mpty 
Traits
Death Burst. ​When the mephit dies, it explodes in a cloud of steam. Each creature 
within 5 ft. of the mephit must succeed on a DC 10 Dexterity saving throw or take 4 
(1d8) fire damage. 
Innate Spellcasting (1/Day).​ The mephit can innately cast ​blur​, requiring no material 
components. Its innate spellcasting ability is Charisma. 
Actions
Claws.​ M​ elee Weapon Attack​: +2 to hit, reach 5 ft., one creature. H
​ it​: 2 (1d4) slashing 
damage plus 2 (1d4) fire damage. 
Steam Breath (Recharge 6). ​The mephit exhales a 15-foot cone of scalding steam. 
Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 4 
(1d8) fire damage on a failed save, or half as much damage on a successful one. 

Tactics
Cast ​blur a
​ nd gang up on the squishiest-looking enemy. 

Smoke Mephit 
Small elemental 
Armor Class​ 12 
Hit Points​ 22 (5d6 + 5) 
Speed​ 30 ft., fly 30 ft. 
STR 6 (-2) DEX 14 (+2) CON 12 (+1) INT 10 (+0) WIS 10 (+0) CHA 11 (+0) 
Skills​ Perception +2, Stealth +4 
Damage Immunities​ fire, poison 
Condition Immunities​ poisoned 
Senses ​darkvision 60 ft., passive Perception 12 
Languages​ Auran, Ignan 
Challenge​ 1/4 (50 XP) 
Appearance A ​ floating imp composed of smoke 
Inventory E ​ mpty 
Traits
Death Burst. ​When the mephit dies, it leaves behind a cloud of smoke that fills a 
5-foot-radius sphere centered on its space. The sphere is heavily obscured. Wind 
disperses the cloud, which otherwise lasts for 1 minute. 
Innate Spellcasting (1/Day). ​The mephit can innately cast ​dancing lights​, requiring no 
material components. Its innate spellcasting ability is Charisma. 

59 
Actions
Claws.​ M
​ elee Weapon Attack​: +4 to hit, reach 5 ft., one creature. ​Hit​: 4 (1d4 + 2) 
slashing damage. 
Cinder Breath (Recharge 6). ​The mephit exhales a 15-foot cone of smoldering ash. 
Each creature in that area must succeed on a DC 10 Dexterity saving throw or be 
blinded until the end of the mephit's next turn. 

Tactics
Use Cinder Breath to blind your enemies, then gang up on anyone who got blinded. If 
no one got blinded, flee and wait for your Cinder breath to recharge. You can mislead 
and delay your enemies by casting d ​ ancing lights s
​ omewhere you’re not. 

Living Wick 
Small construct 
Armor Class 1​ 3 (natural armor) 
Hit Points​ 28 (8d6) 
Speed​ 20 ft. 
STR 10 (+0) DEX 10 (+0) CON 10 (+0) INT 5 (-3) WIS 5 (-3) CHA 5 (-3) 
Damage Vulnerabilities​ fire 
Damage Immunities​ poison, psychic 
Condition Immunities ​blinded, charmed, deafened, exhaustion, frightened, paralyzed, 
petrified, poisoned, unconscious 
Senses ​sight 20 ft. (blind beyond the radius of its own light), passive Perception 10 
Languages ​shares a telepathic link with the individual that lit its wick 
Challenge​ 1/4 (50 XP) 
Appearance A ​ handsome yet dead-eyed individual made of wax with a large, burning 
wick coming from its head (when low on hit points, its features melt) 
Inventory E​ mpty 
Traits
Controlled.​ Living wicks cannot move, attack, or perform actions when they are not 
lit. Living wicks only respond to the telepathic commands of the individual that lit 
them. 
Light.​ Activated living wicks produce light as a torch. 
Melting.​ A living wick loses one hit point for every 24 hours it remains lit. 
Actions
Slam. M​ elee Weapon Attack​: +2 to hit, reach 5 ft., one target. ​Hit​: 3 (1d6) bludgeoning 
damage. 
Consume Self.​ A living wick can be commanded to rapidly burn through the remains 
of its wick, creating a devastating fireball. All creatures within 20 feet of the living 
wick take 7 (2d6) fire damage, or half damage with a successful DC 13 Dexterity 
saving throw. The fire spreads around corners and ignites flammable objects in the 

60 
area that aren’t being worn or carried. The wick is reduced to a lifeless puddle of 
wax. 
Tactics
As your master instructs. You will use Consume Self without a second thought. 
Author’s Notes/Acknowledgments: 
I want to take a moment to thank RPG Writer Workshop for running the workshop 
that led to this adventure’s creation. I’m the sort of person who needs a little 
prompting to get anything done, so as soon as I started their course I was away. It 
was very comprehensive and full of all the information a novice like me needs to 
start out. It’s deliberately designed to not be overwhelming, which I’m thankful for.  
 
I’d also like to thank Dan Bates, Bailey Harmon, Jack Gray, Lozz Higginson, and Olivia 
Netzley for creating the characters who inspired this adventure and for being patient 
while I wrote it. Y’all are awesome. 
 
Also thanks to my family for putting up with me.  
Author Bio: 
I’m not a particularly online person, but this adventure’s publication is part of the 
start of me monetising my hobbies. Yes, I too have given into capitalism! I’m trying to 
make the best of it. 
 
You can find me on Twitter @ooccttoo and you can buy me a coffee at 
https://ko-fi.com/gabrielwood​. I also regularly create free homebrew on my Tumblr 
blog at ​https://the-ashen-gm.tumblr.com/​.  
 
Art Credits & Legalese: 
This product is compatible for use with the 5th edition ruleset. 
 
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, the 
dragon ampersand, 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 Gabriel Wood and published under the Community Content 
Agreement for Dungeon Master's Guild.  
 
“Villain Actions” design used with permission of MCDM Productions. 
 

61 
“Slow Storm”, “Spark”, “Liosalfar”, “Ghul”, “Cackling Bones”, “Husk”, “Possessed 
Pillar”, and “Living Wick” content are property of Kobold Press and are used here 
under the Open Game License agreement.  
 
Cover art by FelixMittermeier on Pixabay 

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