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Dark Domains II: The Haunted Mine

T
he Haunted Mine is a Fifth Edition plug-in
adventure for four characters with an Level Selection
average party level (APL) of 5, 8, 11,
Before play, be sure to know the character level for which you
or 14. This document offers details for each
wish to run the adventure. Overall, the locations and their
level and makes adjustments accordingly. The
descriptions in the adventure remain unchanged throughout
adventure starts when a clockwork automaton
the character levels. However, most of the encounters,
maker requests that the characters descend
hazards, traps, and treasure scale with each character level of
into a recently abandoned mine to find its prized clockwork
the adventure. The keyed locations will present the
servant. It soon becomes apparent that the characters’
differences between the character levels (if any).
employer has an ulterior motive regarding the haunted
Also, the adventure works for more than just the listed
nature of the mine.
character levels. If you wish to run this adventure for
character levels other than 5th, 8th, 11th, or 14th, the chart
Running the Adventure below shows you which version of the adventure you should
select for each level. Offering this adventure for parties
To run the adventure, you need the three Fifth Edition core
whose average level is greater than 16 might not offer enough
rulebooks. If you don’t have a copy, you can access a free
challenge to keep the players engaged. Similarly, parties with
basic rule set from the official source.
an average level below 5th should avoid this adventure, as it
could spell their doom.
Text that appears in a box like this is meant to be read
aloud or paraphrased for the players when their Scaling the Adventure
characters first arrive at a location or under specific Average Recommended Relative
Party Level Adventure Version Difficulty
circumstances, as described in the text.
5 5th-level Hard
6 5th-level Medium
When a creature’s name appears in bold type, that’s a visual 7 8th-level Deadly
cue pointing you to its stat block as a way of saying, "Hey, 8 8th-level Hard
game master, make sure you get this creature’s stat block
ready—there’s going to be an encounter!" If the stat block 9 8th-level Medium
appears in the Appendix of this adventure, the text tells you 10 11th-level Deadly
so; otherwise, you can find the stat block in the core 11 11th-level Hard
rulebook.
Spells and nonmagical equipment mentioned in the
12 11th-level Medium
adventure are described in the core manual for players. 13 14th-level Deadly
Magic items are described in the core manual for game 14 14th-level Hard
masters unless the adventure’s text directs you to an item’s
description in the Appendix.
15 14th-level Medium
16 14th-level Easy

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If the characters agree, she gives them a simple map
Adventure Hook: Find Goi detailing the location of the mine, plus a crudely drawn map
detailing the upper mine (see the Player’s Mine Map Copy on
While visiting a snow-covered mining town, the characters
page 4).
come into contact with an artificer named Doctor Karina
Before the characters embark on their journey, she once
Arneth. An employee of the Apex Mining Company, Karina
more drives home the fact they must be discreet. Her future
developed machines capable of exploring caverns, dungeons,
as a wealthy artificer depends on their silence.
and other sites of interest. Already, her inventions have
disrupted the adventuring industry, causing hundreds of
would-be adventurers to hang up their swords and shelf their
spellbooks.
Recently, one of Karina’s automatons entered Apex’s
newest mine for the purpose of clearing it of the ghosts,
specters, and other haunts within its bowels. This automaton,
whom she named Goi after her son, disappeared into the
mine a week ago but hasn’t been seen since. Worried that
Goi’s failure might ruin her and her business, she hopes to
hire the characters to discreetly recover the automaton and
return it. She’s willing to pay the characters 1,000 gp per
level of the party to bring back Goi’s remains, whatever state
they may be. She explains that a large part of the reward is
buying their discretion in the matter.

Plug-in Adventure
If you prefer to forego the given narrative hook for this adventure, you can instead use the eponymous location,
the Haunted Mine, as a plug-in adventure. As a plug-in adventure, the adventure content serves as drop-in
material for game masters who wish to add a small dungeon to a preexisting campaign or need a side quest. The
table below offers additional hook ideas to use the location in your game.

The Haunted Mine Hooks


Side Quest
d8 Type Details
The spouse of one a miner who died in the mine’s halls wants the characters to recover the
1 Fetch Quest dead miner’s locket and return it. The locket bears the initials "EGL." This locket is located
on the elevator floor in area 6.
The Bats recently stole a valuable piece of jewelry from a caravan passing through the area.
Recover
2 The jewelry’s owner hires the characters to reclaim the jewelry. Marland (see "The Bats"
Stolen Item
below) has the jewelry on him.
Receive It’s believed that there is an ancient city hidden below the mine. A local anthropologist hires
3
Information the characters to bring back proof of its existence. Entering areas 21, 25, and 26 will suffice.
Three miners were trapped in a collapse on the second level of the mine. The rest of the
Rescue
4 miners who escaped the mine pay the characters to recover the miners’ bodies. All three
Mission
minders died in area 11, victims of the spirit lamp there.
Years ago, a young woman ran away from home and disappeared into the mine. She never
Missing
5 returned. Her brother wants closure on the case and asks the characters to find evidence she
Person
died there. The young woman is the drowned maiden in area 17a.
A horrific creature called "the backwards man" keeps tormenting and killing locals. Locals
6 Monster Hunt know that the backwards man lives in the mine, and they’ve placed a sizable bounty on its
head.
Recently, green ooze has appeared in nearby rivers and streams. Ecologists want the
Supernatural
7 characters to help find the ooze’s source. The green ooze can be found on the lowest level of
Investigation
the mine, areas 17 and 18.
The Apex Mining company is in possession of information the characters need to further
8 Secure Aid their main campaign goal. Apex’s managers will trade the information if the characters help
discover the source of the undead in the old mine.

Gold Rewards for Side Quests. If you aren’t sure how much to reward the characters for each side quest
they perform, assume that wealthy NPCs and Patrons are willing to pay 50 gp per character per their average
party level while impoverished NPCs or friends of the characters will pay a flat 50 gp per member of the party
regardless of their level (if anything at all).

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gunpowder keg—there is a chance that part of the mine
Approaching Apex Mine collapses. Roll a d6. On a result of 6, a 20-foot-square section
of the mine collapses. Each creature in the area must make a
A narrow trail winds through a series of conifer-ridden
DC 15 Strength or Dexterity saving throw (the target’s
foothills, cold, relentless streams, and snow-dusted crags,
choice). On a failed saving throw, a target takes 22 (4d10)
inevitably terminating at Apex Mine’s gaping maw. Just
bludgeoning damage and becomes pinned under rubble.
before the mine, empty cabins previously inhabited by Apex’s
While pinned, the target is restrained. A creature, including
miners still stand. The only things that live in this ghost town
the target, can pull the target out of the rubble with a
now are rats and a bandit gang called The Bats.
successful DC 15 Strength check. On a failed check, the target
takes 2 (1d4) bludgeoning damage. A target that succeeds on
The Bats its saving throw takes half as much damage and isn’t pinned.
Cliffs. Small drops in elevation—particularly on the
Named for their proclivity for hiding in abandoned mines
second and third levels—are usually 10 feet. Climbing up the
and caverns in the area, The Bats are a band of rogues well
elevations is relatively easy, requiring no check, but does take
known for their habit of robbing coaches and trains hauling
20 feet of movement for creatures who lack a climbing speed.
valuable minerals. The leader of The Bats is a handsome
A creature who tumbles over one of these ledges takes 3 (1d6)
rogue named Marland (CN human bandit captain). While
bludgeoning damage from the fall.
Marland toes the line between good and evil, the other four
bandits in his squad are cruel, selfish, and unnecessarily Ectoplasm. A river of ectoplasm cascades through the
violent—they’re chaotic evil. lowest level of the dungeon (area 17), terminating in a
massive underground lake of glowing, green slime (area 18).
When the party first arrives at the mine, The Bats watch
The ectoplasmic slime constantly emits an aura of magic
them from around the empty cabins. Assuming that the
from the school of necromancy. Any undead creature that
characters are lawmen hoping to bring them in for their
starts its turn in the ectoplasm regains 10 hit points so long
crimes, they inevitably retreat to the mouth of the mine (area
as it has 1 hit point remaining. Otherwise, a creature that
1a). The Bats won’t go further into the mine unless pressed—
enters the ectoplasm for the first time on its turn or starts its
they’ve seen firsthand the dangers that lie within and don’t
turn in the ectoplasm takes 5 (1d10) necrotic damage and its
wish to press their luck.
hit point maximum is reduced by an amount equal to the

General Features damage taken. If the target’s hit point maximum is reduced
to 0, the target dies. Otherwise, this reduction lasts until the
Unless stated otherwise, the mine has the following features. target completes a short or long rest.
Natural and Hewn Caverns. The mine was dug A humanoid that dies from this damage returns as a
using the chamber and pillar method, a form of engineering phantom (see the Appendix) in 1 hour.
that involves creating a honey-comb like pattern of tunnels All undead within 15 feet of the ectoplasm have advantage
and passages. Huge natural columns are left between the on saving throws against effects that turn undead.
passages to ensure support of the mountain above. The Random Encounters. Thanks to the insane amount of
natural cavern below the mine was created by burrowing ectoplasm located on the lowest level of the mine, the mine is
creatures, seismic activity, and other natural phenomena. extremely haunted. Every 30 minutes that the characters
Ceilings. Ceilings throughout the mined corridors are spend exploring the mine, roll a d20. On a result of 18 or
always 10 feet high. In the natural caverns on the second and higher, a random encounter occurs. Roll another d20 and
third levels, the ceilings are as high as the chamber is wide. refer to the table on the next page to determine the nature of
Mine Cart Tracks. The two uppermost levels of the line the encounter based on the current level of the adventure.
utilize mine cart tracks to push goods from one location to Creatures marked with an asterisk are detailed in the
another. Any Small or larger creature can push an empty Appendix.
mine cart along the track, requiring no check to do so. A fully No Sleep for the Living. It is almost impossible to
loaded mine cart weighs over 1,000 pounds. A creature can sleep comfortably in the mine. Unless the characters possess
spend 10 feet of its movement to push a fully loaded mine a spell or effect that allows them to rest in a pocket
cart 5 feet along its track, so long as the creature has a dimension, such as the magnificent mansion spell, there is a
Strength score of 11 or higher. A creature whose Strength chance that their sleep is wracked with nightmares. When a
score is 10 or lower can push the cart, but doing so requires character falls asleep within the mines, they must make a DC
them to succeed on a DC 10 Strength check first. 15 Wisdom saving throw. On a failed saving throw, the
A creature that hides inside a mine cart gains cover from character does not receive the benefits of completing a long
the cart: Medium creatures gain half cover, Small creatures rest. Moreover, the character cannot try to finish a long rest
gain three-quarters cover, and Tiny creatures gain full cover. for at least 24 hours unless they completely exit the mine. As
Using the mine cart’s side as cover without hiding in it an option, a character unable to finish a long rest in a 24-
imparts similar benefits except only against attacks made hour period must succeed on a DC 10 Constitution saving
from the other side of the cart. throw or suffer one level of exhaustion. After the first 24
Unstable. While most of the mine is relatively stable, it’s hours, the DC increases by 5 for each consecutive 24-hour
still sensitive to blasting. Any time an explosion occurs—such period without a long rest. The DC resets to 10 when the
as one generated by the fireball spell or an ignited character finishes a long rest.

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Haunted Mine Random Encounters Encounter 5th 8th 11th 14th
Encounter 5th 8th 11th 14th
1d12 phantoms* 8-9 — — —
1d4 + 1 black puddings — 1 1-2 —
1 poisonous gas
1 bone collective* — 2-4 — — 10 — — —
elemental*
1 bone swarm* — 5-6 3-4 — 1 remorhaz — — 13-14 —
1 corpse mound* — 7 5-6 — 1 roper + 1d8 darkmantles 17 15-16 —
1 deathweaver* + 2 web 2d4 specters 11-12 — — —
— 8-11 7-8 —
zombies*
1 steam golem* — — 17 10-14
1d4 + 1 flayed wraiths* — — 9 1-6
3d6 swarms of rats 13-14 — — —
1d8 ghasts — 12-13 — —
1d6 swordbreaker
2d6 ghouls 1 14-15 — — — — 18 15-18
gladiators*
1 ghost — — — — 1d4 vampire spawn — 18-20 19-20 —
1d8 + 2 giant centipedes — — — — 1d4 walled horrors* — — — 19
2d6 giant ants* — — 10-11 7-8 1d4 wererats 15-16 — — —
2d4 giant spiders 2-3 — — — 2d4 + 1 will-o’-wisps 17-18 — — —
1d6 gray thirsters* 4 — — — 1 wraith 19-20 — — —
1d4 gricks 5-6 — — — 1 zombie adult red
— — — 20
Marland (see “The Bats”) 7 16 12 9 dragon*

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They also claim that they’ve seen "some sort of ghoul
Mine Ground Level Keyed woman" further into the mine (they’re referring to the

Locations vampire spawn in area 5). Recognizing that fighting undead


is "outside of their pay grade," they always remain close to
The following locations are keyed to the map of the mine’s the entrance. Because the mine is abandoned, they’ve
ground level as shown on this page. enjoyed the relative peace they’ve found in this temporary
headquarters.
1 - Reaver and Cattle If asked about Goi, The Bats recall seeing the automaton
The mine’s main shaft runs just over 380 feet from the enter the mine a few weeks ago, just as they started to set up
entrance to the easternmost point of the mine. A minecart camp in the area. They steered clear of the machine,
track runs down its center. reasoning it was too powerful for them to handle.
Encounter: The Bats. Unless the characters defeat Hazard: Ectoplasmic Rocks. One of the mine carts
them in the small town surrounding the mine, The Bats (one stuck on the main shaft’s tracks (marked 1b on the map) is
bandit captain and four bandits) hold their ground near filled with ectoplasmic-tainted rocks. The first time a
the front of the entrance, using a loaded minecart as cover. If creature moves within 5 feet of the cart and each time it
the characters overpower The Bats, most of them surrender. starts its turn near the rocks, it must make a DC 12
Only Marland makes a run for it, fleeing deeper into the Constitution saving throw. On a failed saving throw, the
shaft. The others are too afraid of the ghosts and other creature takes 5 (1d10) necrotic damage and its hit point
creatures to follow him. If Marland escapes, he may appear maximum is reduced by an amount equal to the damage
throughout the rest of the adventure as a random encounter. taken. If the creature’s hit point maximum is reduced to 0,
Development. If questioned, the bandits reveal that the creature dies. Otherwise, this reduction lasts until the
they know very little about the purpose of the mine. All they creature completes a short or long rest.
know is that they’ve seen ghosts lingering in the dark. They A humanoid that dies from this damage returns as a
warn the characters about the ghost they call "the lost man" phantom (see the Appendix) in 1 hour.
who wanders around this level (this is the ghost in area 4).

5
2 - Mistranslated 5 - Exsanguinated
This wide shaft runs perpendicular to the main shaft and This rugged section of caverns is home to a particularly vile
terminates at the supply elevator at the far south end of this and pitiful creature.
level. Encounter: Vampire Spawn. A vampire spawn
Hazard: Whispers in the Dark. The first time a named Katja lives here. Recently turned then subsequently
creature enters this area, it hears soft whispering somewhere abandoned by a stronger vampire, Katja loathes her own
in the dark. If the creature listens to the whispers, it must existence. However, she can’t control her hunger. As soon as
make a DC 15 Wisdom saving throw. A creature whose the characters appear, she steps forward, hoping they take
passive Wisdom (Perception) score is 11 or lower who pity on her. But as soon as she smells their blood, she attacks.
chooses not to listen to the whispers automatically passes its If she takes radiant damage or is turned, she hisses and backs
saving throw. On a failed saving throw, the target becomes away, begging not to be harmed. She then drops to her knees
awestruck by the whispered words and becomes and prays to the god she worshipped in life, tears of blood
incapacitated for 1 minute. While incapacitated, the target is falling from her red eyes.
unable to speak. A lesser restoration spell or similar effect Treasure: Golden Idol. Katja prays to a golden idol
ends the incapacitated conditon. crafted to resemble a shining sun. She stole this relic from
the mining village’s chapel. The idol is worth 20 gp per level
3 - Termites of the adventure.
This series of caverns is almost completely overrun with
small, biting ants. The ants are harmless to the party—other 6 - Foul and Carbonized
than being a nuisance—content to chew on the wood of the
timbers used to support the mine’s ceilings. The mine’s service elevator stands at the far end of this
cavern. A pile of filth that reeks of soiled pig guts pools at
4 - Lost the center of its rickety wooden platform. From within
When the characters first enter this part of the mine but
this gruesome pile, a bit of gold shines through.
before they can see the ghost here (see below), read the
following:

The pile of guts was a miner that was turned to mush by a


A man’s voice cries out in the darkness ahead. "Hey! horrific aberration that—thankfully—evacuated the mine.
Johann! Helga! Where did you all go?" Unfortunately for anyone who gets onto the elevator, the
miner’s spirit still lingers.
Hazard: Possessed Elevator. The elevator is
The voice continues to call out for its lost companions, even possessed. When one or more creatures steps onto the
claiming that it "dropped its lantern and can’t see." platform, the possessing spirit immediately drops the full 100
When the characters finally come within view of the voice’s feet down into the lower level of the mine. Any creature on
owner, read the following: the platform when this happens must make a DC 15 Dexterity
saving throw. A creature takes 35 (10d6) bludgeoning
damage on a failed saving throw, or half as much damage on
You finally catch a glimpse of the man who’s been calling a successful one.
out for his friends: he swivels around and faces you— A detect evil and good spell or similar effect (such as a
both of his eyes are gone, blood dripping from empty paladin’s Divine Sense) recognizes that the elevator is
sockets. The man’s body is translucent, betraying his possessed. Sprinkling the contents of a flask of holy water
over the elevator or using Channel Divinity to turn undead on
ghostly nature.
it rids the elevator of the dead miner’s spirit. Additionally,
the elevator itself can be destroyed; it has AC 16, 100 hit
"Hey!" he says again, black ooze sliding out of his
points, and immunity to poison and slashing damage. Once
ethereal mouth as he speaks. "Johann! Helga! Where did destroyed, the miner evacuates the destroyed elevator’s
you all go?" remains and takes the form of an invisible specter that
immediately attacks the party.
Treasure: Golden Locket. The golden item amid the
Encounter: The Lost Man. Other than being somewhat mushy remains of the miner is actually a golden locket. The
off-putting, this ghost is mostly harmless and won’t attack letters "EGL" have been inscribed onto the locket. Inside,
unless provoked. It continues to feel its way around in the there is a clipping of perfumed black hair. The locket is worth
dark, interminably repeating the last events before its death. 10 gp.
Treasure: The Lost Man’s Ring. Characters who Riding the Elevator. So long as the characters rid the
investigate the area around the ghost and succeed on a DC 15 elevator of the possessing spirit, the vehicle still functions.
Wisdom (Perception) check spot a golden ring amid the loose It’s relatively slow, taking a full 1 minute to descend to the
gravel on the ground. The ring is worth 50 gp per level of the lower level and vice versa.
adventure. If the elevator is destroyed, the characters will need to
climb the elevator shaft to reach the lower level. If they lack a
rope, they can use the timbers and elevator cables to do so
with a successful DC 10 Strength (Athletics) check per 15 feet
they descend.

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Mine Lower Level Keyed Area 8 Encounters
Adventure Level Encounter
Locations 5th 3 will-o’-wisps
The following locations are keyed to the map of the mine’s
8th 6 will-o’-wisps
lower level as shown on this page.
11th 8 will-o’-wisps
7 - Breathtaking 14th 12 will-o’-wisps
When the characters first enter this part of the mine, they’re
greeted by the sounds of a keening spirit
Encounter: Keening Lady. Before the characters
9 - Wereskeletons
This small natural cavern is home to a skeleton.
even see her, they can hear her ghostly moans. The keening
Encounter: Shadow Skeleton. This shadow
lady is a phantom (see the Appendix), and while she isn’t
skeleton (see the Appendix) remains perfectly motionless
immediately aggressive, she is hostile and seems to blame the
until a character comes near it. It then animates and attacks.
characters for her death, frequently referring to them as
Unless the characters use a spell like detect evil and good or
"Apex men."
a similar feature, such as a paladin’s Divine Sense, to
determine the true nature of the skeleton, they are caught by
8 - Bright surprise.
This long shaft running east-to-west is eerily quiet and cold.
Treasure: Clockwork Arm. A mechanical arm plated
Encounter: Will-o’-Wisps. The characters might
with brass lies on the floor of this natural chamber. It belongs
notice these orbs of light long before they actually realize
to the clockwork hunter Goi. The shadow skeleton tore the
what they’re looking at. As soon as the will-o’-wisps notice
arm off during a fight. Goi escaped, but the skeleton kept the
the characters, they turn invisible and wait for the characters
arm.
to come near before they attack. The number of will-o’-wisps
encountered depends on the level of the adventure as shown
on the table below.
10 - Reversed and Gas 13 - Snacks
The northernmost section of the mine holds multiple threats, This narrow pit is 15 feet deep.
both of which vie for the characters’ attention. Encounter: Hungry Worms. Worm-like creatures
Encounter: Poisonous Gas Elemental. An acrid live at the bottom of this pit. When the characters pass
smell heralds the appearance of this creature, a poisonous through the area, the creatures slither out of hiding and
gas elemental (see the Appendix). Tainted by the attack. The types and number of the creatures the characters
ectoplasm that runs through the lower levels of the mine, this encounter depend on the level of the adventure, as shown on
former air elemental desires nothing more than to change the table below.
clean air to poisonous air. As soon as it hears the characters,
it attacks, determined to destroy them with its poison. In the Area 13 Encounters
11th- and 14th-level versions of this adventure, there are two Adventure Level Encounter
poisonous gas elementals instead of one.
5th 2 gricks
Encounter: Backwards Man. This strange
aberration appears to be a person crawling on all fours in a 8th 4 gricks
crab position, except its head is twisted completely around. 11th 1 remorhaz
Two purple tentacles crawl out of its mouth, each one oozing 14th 1 remorhaz
viscous saliva. Before the characters even encounter the
backwards man (see the Appendix), it taunts them with
its minor illusion spell and ability to turn invisible. Once it
14 - Purgatory, Urn, and Opposite
There is a gaping hole in the center of this large cavern’s
puts itself into a strong tactical position, it attacks, targeting
floor. Damp stalagmites jut up from the floor like daggers,
the weakest members of the party first. It may even wait for
while stalactites 20 feet above drip constant water into the
the party to engage the poisonous gas elemental before it
area and the hole.
attacks. In the 11th- and 14th-level versions of this adventure,
replace the backwards man’s invisibility spell with greater Trap: Smaller Concealed Pit. The huge pit at the
invisibility. center of this area isn’t the only falling danger here. The
backwards man from area 10a dug a pit in the narrow
11 - Lantern passage connecting areas 10 and 14, masking its 10-foot-
Judging by the huge piles of rubble blocking many of the square hole with a gray canvas tarp. Any creature that steps
entrances into this section of caverns, it’s clear there was a onto the tarp falls 10 feet into the pit and lands on a bed of
collapse at some point. When the characters approach, they rusty rail spikes, taking 3 (1d6) bludgeoning damage plus 3
spot greenish light shining out of the cavern. Whatever (1d6) piercing damage. If the backwards man is still alive, it
possesses the lantern whispers quietly in the dark as if it’s creeps to the area to inspect what its trap caught. Spotting
speaking to unseen companions (it’s speaking with the souls the trap beforehand requires a successful DC 15 Wisdom
trapped in its lamp). (Perception) check. The sides of the pit are flush with the
passageway; therefore, there’s no way to edge around the pit.
Encounter: Spirit Lamp. As soon as the characters
The characters will have to create a bridge or jump over the
see the face of the creature holding the lamp, it grins at them
pit to cross to the opposite side.
with its skinless visage and says, with glee, "So glad you could
join us!" The spirit lamp (see the Appendix) fights until Hazard: Big Hole. The massive hole (area 14c)
destroyed. In the 11th- and 14th-level versions of this descends 120 feet down to the caverns below the mines (area
adventure, the spirit lamp is joined by five specters that 14d). A pool of magical darkness (as the spell) forms at the
obey its commands. bottom of the pit, making it appear deeper than it truly is
Treasure: Spirit Lamp. When the spirit lamp is (see below). A creature who falls into the cavern takes 3 (1d6)
destroyed, it leaves its haunted lantern behind. See the spirit bludgeoning damage for every 10 feet they fall, to a
lamp’s stat block in the Appendix for details on the lamp’s maximum of 42 (12d6), plus 2 (1d4) damage from the
curse. stalagmites at the bottom of the pit.
Hazard: Tricky Ledge. An angled ledge rises 10 feet
12 - Collapse above the northside of the massive hole. Any creature that
Crates and barrels crowd this section of the mine. walks across the ledge must succeed on a DC 10 Dexterity
Haphazardly placed timbers hold up the buckling ceiling (Acrobatics) check or slip off the edge and fall into a hole. A
overhead. creature can opt to move at only half its movement speed to
Hazard: Unstable Ceiling. The ceilings here are avoid making this check. Additionally, any creature that
particularly sensitive to activity. The first time a character takes bludgeoning or thunder damage or falls prone while
enters this area, sand and gravel tumble from the ceiling— standing on the ledge must make a DC 10 Dexterity saving
then, part of the ceiling slips. If the character leaves, nothing throw or fall into the pit.
else happens. But if they mess with the contents of the crates Encounter: Floating, Glowing Undead. A mess of
or try to move through the area, the entire thing collapses. skull lanterns (see the Appendix) and/or will-o’-wisps
See the section "Unstable" under General Feature on page 3. drift over the hole here. The number and variety depends on
Investigation. The crates and barrels are full of the level of the adventure, as shown on the table below.
building supplies and tools. Altogether, these trade goods
weigh 500 pounds and are worth a total of 50 gp.

8
A small, 2-foot-tall "palace" built of human skulls stands at
Area 14 Encounters the center of this natural cavern. If the characters were
Adventure careful while approaching this area, they can hear two tiny
Level Encounter creatures bickering at each other in infernal.
5th 8 skull lantern Encounter: Two Imps. Two imps named Laurent
and Helora the Bloody live together in the skull palace. The
6 skull lanterns and 2 will-o’-
8th imps once served members of the devil-worshipping cult that
wisps
lived in a temple far below the mine but were freed of service
3 skull lanterns and 5 will-o’- when their masters died. Thanks to a loophole in their
11th
wisps contract, the imps were not required to return to the domain
14th 8 will-o-wisps from whence they came. They now live unhappily ever after
together in this palace of skulls.
Trap: Darkness. A 15-foot-radius sphere of magical The pair know better than to attack a well-armed party.
darkness (as per the spell) blankets the bottom of the hole. Instead, they prefer to ingratiate themselves with the
The darkness conceals the presence of jagged stalagmites characters, offering a few free bits of information about the
that litter the ground. Any creature that can’t see through dangers that lie ahead. With the exception of random
magical darkness that moves through the area takes 2 (1d4) encounters, the imps know almost every encounter, danger,
piercing damage for every 5 feet they move. Additionally, and trap in the three levels of this mine (and perhaps beyond,
there is a 10-foot-high sheer drop at the east end of this if you so please). However, they only give up so much for
cavern which has also been concealed by the darkness. free. Once they’ve answered two or three questions, the pair
Unless the creature stops itself and checks for the ledge, it ask for gifts in exchange for the rest of their knowledge. Their
will tumble over the edge, taking 3 (1d6) damage from the requests are usually fairly simple, as they’re mostly interested
fall. in magical components, particularly those with a gp cost, but
Low Passage. The tunnel that leads from area 14b to will settle for any components used in the casting of 4th-level
area 16 is relatively low (see below for details). and higher sorcerer, warlock, or wizard spells.
Treasure: Brass Helmet. Characters who search the If either imp is attacked, they both turn invisible and flee
northern ledge and succeed on a DC 13 Wisdom (Perception) the area.
check discover a helmet made of brass. During its fight with Treasure: Components Hoard. The imps hoard the
the imps in area 16, Goi dropped its helmet. The helmet is magical components they’ve gathered over their long years in
worth 250 gp. a small hole at the middle of their skull palace. This
collection includes the following items:
15 - Shadowy
This cavern appears to be empty except for a handful of dead 500 gp worth of diamond powder stored in a small gold
rats sprawled on the floor. box (the box is worth 10 gp itself)
300 gp worth of ruby dust kept in a cracked ceramic mug
Hazard: Natural Gas. Natural gas fills this small
100 gp worth of gold dust kept in a rat’s skull
cavern. The gas is odorless and colorless. Any creature that
75 gp worth of jade dust kept in a leather glove
enters the area or starts their turn here must succeed on a DC
25 gp worth of charcoal in a small bag
10 Constitution saving throw, or become poisoned until the
6 crystals (used as arcane foci), each one worth 10 gp
start of their next turn.
4 component pouches worth of arcane components
If a flame is brought into this area, such as one caused by a
2 orbs (used as arcane foci), each one worth 20 gp
lantern, torch, or a spell like burning hands or firebolt, an
1 wand (used as an arcane focus) worth 10 gp
explosion occurs. The explosion acts exactly like the fireball
1 flask of holy water wrapped in leather with the warning
spell centered on the flame’s source, except it is nonmagical.
"Danger!" written over it in Infernal
Additionally, the explosion may result in a ceiling collapse, as
1 pearl worth 100 gp set into the face of a ragged doll
detailed in the section "Unstable" in General Features on
1 glass eye worth 100 gp (the eye is painted like a snake’s
page 3.
eye)
Investigation. Collapsed Passageway. A
collapsed passageway connects this area to area 10b,
noticeable with a successful DC 15 Intelligence
(Investigation) check. A Small or larger creature can spend
30 minutes removing enough rocks to move through the
passageway. Cut the time in half if one or more Small or
larger creatures assist. Removing the rocks also reveals the
presence of a dead miner caught under the collapse. The
miner has a pair of silver earrings, each one worth 10 gp.

16 - Sulfur
The passage that leads into this cavern is relatively low—2.5
feet tall at its lowest point and only 4 feet tall at its highest
point. Medium creatures will need to crawl to get through the
tunnel, and Large creatures can’t pass through.

9
along the passage (toward area 17b) takes 3 feet of movement
Caverns Keyed Locations for every 1 foot moved. Moving west (toward area 17c) is
easier, requiring only 2 feet of movement for every 1 foot
The following locations are keyed to the map of the caverns
moved.
on this page.

17 - Plasma, Meniscus, and Evaporate 18 - Heffalumps, Ectoplasm, and Elves


The ectoplasmic river ends here, pooling in a massive, green-
A river of green-glowing ectoplasmic ooze divides this
glowing sea of necrotically-charged slime. An old cobble road
passage in half. Fortunately, the ooze is 10 feet below this
lined with statues depicting some ancient forgotten god cuts
passage. See General Features for a description of the
through the area before it dips into the ooze and disappears.
ectoplasm that permeates this level of the mine.
Hazard: Ectoplasmic Sea. This massive ocean of
Encounter: Drowned Maiden. A drowned
slime extends far beyond the scope of the map of these
maiden (see the Appendix), empowered by the ectoplasm
caverns. The lake is deep, too, approximately 10 feet deep
that slides through this area, hides at the bottom of the cliff
just 10 feet from the shore. Refer to the section "Ectoplasm"
(area 17a). She tries to surprise the party by grabbing one or
under General Features on page 3 for details on this hazard.
more of the characters with her hair. From there, she
Characters trying to climb back up the ectoplasmic river
attempts to drag them into the ectoplasmic river.
suffer the same challenges as those detailed in area 17 (see
Hazard: Ectoplasm River. In addition to the dangers
above).
normally associated with the ectoplasm (see page 3), the
Encounter: Phantoms. The first time the characters
current here is strong. Any creature that enters this area on a
enter this part of the mine, four phantoms stand along the
turn or starts its turn here must make a DC 13 Strength
ectoplasm’s "shore", bemoaning their curse. Unaware of their
saving throw. On a failed saving throw, the creature is
dangerous nature, they continue to keen, but won’t attack
knocked prone (unless it’s already prone), restrained until
unless the characters attack them first. If the characters
the start of its next turn, and pushed 30 feet down the river
attack, more phantoms appear in the ectoplasmic sea. The
towards area 18.
number of phantoms that appear each round depends on the
While the ectoplasm river isn’t deep, the sludge here is
level of the adventure, as shown on the table below. The
thick. Also, the entire area is set at an angle. Moving east

10
phantoms continue to appear until the characters exit the The spiders will allow the characters to ride their back
chamber. Phantoms created here will not chase the across the chasm, surpassing the dangerous touch of their
characters to other parts of the caverns. webs.
All three spiders are descendents of an ancient
Regenerating Phantoms deathweaver who escaped from the nearby necropolis (see
Adventure Level # Appearing area 25). They’ve never traveled beyond these caverns, but
5th 1d4 phantoms they know the necropolis is the source of the ectoplasmic
river that flows through the region.
8th 1d4 + 2 phantoms
11th 2d6 + 2 phantoms 20 - Seismic
This natural cavern hosts hundreds of spiky natural rock
14th 2d6 + 4 phantoms
formations. Beyond that, it’s empty.

19 - Gossamer, Drums, and Nemesis 21 - Binding


A 40-foot-deep chasm splits this area in half. Purple spider A 35-foot-wide, 50-foot-deep chasm divides this passageway.
webs spread between both sides of the chasm offer a Encounter: Will-o-wisps. Three will-o’-wisps drift
gruesome makeshift bridge. casually over the chasm. If the creatures hear the characters
Hazard: Deathweaver Webs. The webs were woven coming, they turn invisible and wait for them to come near
by a deathweaver, a huge spider imbued with necromantic before they attack.
energy. When a creature enters the webs, it must succeed on Treasure: Skeleton. A humanoid skeleton with the
a DC 14 Dexterity saving throw or becomes restrained by head and spine of a serpent and body of a human lies at the
webbing. While restrained, the target takes 3 (1d6) necrotic bottom of this chasm. Although most of its possessions have
damage at the start of each of its turns. As an action, the been worn away by the passage of time, it still wears some of
restrained target can make a DC 14 Strength check, bursting its jewelry. Altogether, the jewelry is worth 500 gp plus an
the webbing on a success. The webbing can also be attacked additional 100 gp per level of this adventure. Additionally,
and destroyed (AC 10; hp 5; vulnerability to fire damage; the skeleton still clutches a magic item, the nature of which is
immunity to bludgeoning, necrotic, poison, and psychic determined by the level of this adventure as shown on the
damage). A humanoid slain by the webs rises 24 hours later table below.
as a web zombie under the deathweaver’s control, unless the
humanoid is restored to life or its body is destroyed. The Area 21 Treasure
deathweaver can have no more than twelve web zombies Adventure Level Treasure
under its control at one time.
Encounter: Deathweavers and Web Zombies.
5th ring of mind shielding
One or more deathweavers hide at the bottom of the chasm. 8th staff of swarming insects
As soon as its webs are touched, it casts darkness and 11th wand of fear
ascends with its undead minions. The nature of the
encounter depends on the level of the adventure, as shown
14th talisman of ultimate evil
on the table below. All of these creatures are detailed in the
Appendix. 22 - Ghastly
This room was once the base of an old gate tower that has
Area 19 Encounter since collapsed. Ashes cover the floor, leaving few clues to its
Adventure purpose beyond a charred wooden door that once stood
Level Encounters against the southern wall.
Investigation: Hidden Jewelry. If a character
1 deathweaver with 2 web
5th spends 10 minutes searching through the rubble and
zombies
succeeds on a DC 15 Intelligence (Investigation) check, they
2 deathweavers with 4 web discover a piece of ancient golden jewelry set with
8th
zombies aquamarine sapphires. This piece of jewelry is worth 1,000
3 deathweavers with 6 web gp.
11th
zombies
2 deathweavers and 1 corpse 23 - Skeletons
14th Hundreds of humanoid skeletons litter the floor of this low-
mound
lying cavern. The bones are relatively old; whatever once
Development. Although vicious and eager to kill collected them no longer lives here.
trespassers, the deathweavers value their own existence. Investigation: Collapsed Passageway. This area
Unlike their minions, they are living creatures. If pressed, the once connected to aea 24, but an earthquake sealed the
creatures surrender and barter their lives for one or more of passage connecting the two. Fortunately, most of the stones
the following things: can be moved out of the way, a fact that’s noticeable with a
successful DC 15 Intelligence (Investigation) check. A Small
The remains of the automaton, Goi, lies amid a cluster of or larger creature can spend 30 minutes removing enough
stalagmites on the south side of the chasm. Goi no longer rocks to move through the passageway. Cut the time in half if
functions, but the characters are free to take its body. one or more Small or larger creatures assist.

11
The nature of this unground road and where it leads is not
24 - Powder covered in this adventure, but may be detailed in a future
This small room contains part of the cobblestone highway
adventure by DMDave. In the meantime, you are free to add
that once ran through this entire area.
whatever you like at the far eastern end of the highway.
Hazard: Highly Unstable. This area is much more
Alternatively, the highway could end in another pile of rubble
unstable compared to the rest of the caverns and mine. The
some 400 feet ahead.
first time a character enters this area, sand and gravel tumble
Treasure: Jade Horns. There are a total of thirty
from the ceiling. If the character leaves, nothing else
statues still guarding the highway. Despite their menacing
happens. But if they try to move further, they must do so
appearance, they are not sentient creatures or trapped. Each
carefully—the characters must succeed on a DC 13 Dexterity
statue is fitted with a pair of horns carved from jade; a single
(Acrobatics) check to move through the area. They can make
pair of horns is worth 250 gp (for a grand total of 7,500 gp
this check with advantage if they move no more than 5 feet
for all thirty pairs).
on their turn. If the check fails, the ceiling collapses as
described in the "Unstable" section under General Features
on page 3. Aftermath
Investigation: Discarded Ring. A jeweled ring that
Once the characters recover Goi’s body in area 19, they can
once belonged to the same skeleton at the bottom of the
return the body to Doctor Karina Arneth and collect their
chasm in area 21 rests atop a rock at the center of the room.
prize without any fuss. The nature of the ectoplasmic river
The nature of the ring depends on the level of the adventure,
that runs through the mine is of particular interest to Arneth.
as shown on the table below.
If you choose to build on this adventure and tack on a follow-
up adventure involving the lost city hinted at in area 26,
Area 24 Treasure Karina will direct the characters to return with samples of the
Adventure ooze—if they didn’t already. Once she has a sample in place,
Level Treasure
she wants to find its source.
5th ring of water walking If The Bats survive their encounter with the characters and
8th ring of free action the characters let them go free, they change locations.
Despite the peaceful nature of the town surrounding the
11th ring of telekinesis
Apex Mine, the ghosts are too much for them to handle.
ring of three wishes (only one wish They’d rather try their luck with the law.
14th
remains) Many of the spirits and apparitions that haunt the mine
have their own stories which you can embellish upon,
25 - Anthropologist especially if you use some of the hooks offered on The
This tower base is mostly identical to the one in area 22, Haunted Mine Hooks table on page 2. Once the locals hear
except it still offers a narrow—albeit rubble-strewn—passage that the characters have no trouble entering the mine to deal
to the old highway that connects this area to the ancient city with its issues, the characters might find regular work
east of the caverns (see area 26). recovering artifacts and uncovering the mystery surrounding
some of the undeads’ deaths. Ω
26 - Bitterstern
For some unknown reason, this area smells of fungus, ooze,
and sweet herbs. When the characters first enter this read the
following:

A 20-foot-wide length of cobblestone road stands before


you. The passageway seemingly starts at a pile of
collapsed boulders at the west end of the area then
stretches beyond your field of vision to the east. Statues
depicting fiendish, serpentine creatures with jade horns Credits
stand at 10-foot intervals along the entire path. Each one
The following creators made this adventure
is hunched over with its stony claws splayed at its side, possible:
almost as if it was ready to jump off its pedestal and
Designer and Writer. DMDave
attack.
Cartography. DMDave
The ceilings here are 30 feet high and arched.
Art. Fat Goblin Games, Paper Forge, Shutterstock
It appears you’ve stumbled onto an ancient Editor and Proofers. Benjamin Gilyot, Laura
subterranean highway. Jordan

12
Appendix: New Creatures

D
ark Domains II: The Haunted Mine includes
nineteen creatures not found in the core
rulebooks. Their stat blocks are printed below,
and, with the exception of the Backwards Man
and the Poisonous Gas Elemental, they can also
be found in the Creature Codex, Tome of Beasts,
and Tome of Beasts 2 by Kobold Press.

Adult Red Dragon Zombie


The corpse of any true dragon can be animated as a dragon
zombie.
Undead Nature. The zombie dragon doesn't requires
air, food, drink, or sleep.

Adult Red Dragon Zombie Tail. Melee Weapon Attack: +14 to hit, reach 15 ft.,
one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Huge undead, neutral evil
Frightful Presence. Each creature of the dragon
zombie's choice that is within 120 feet of the dragon
Armor Class 19 (natural armor)
and aware of it must succeed on a DC 19 Wisdom
Hit Points 256 (19d12 + 133)
saving throw or become frightened for 1 minute. A
Speed 30 ft., climb 30 ft., fly 70 ft.
creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a
STR DEX CON INT WIS CHA success. If a creature's saving throw is successful or
the effect ends for it, the creature is immune to the
27 (+8) 6 (-2) 25 (+7) 3 (-4) 8 (-1) 5 (-3) dragon zombie's Frightful Presence for the next 24
hours.
Saving Throws Dex +4, Con +13, Wis +5, Cha +3
Rotting Breath (Recharge 5–6). The dragon
Damage Immunities fire, poison
zombie exhales rotting breath in a 60-foot cone.
Condition Immunities poisoned
Each creature in that area must make a DC 21
Senses blindsight 60 ft., darkvision 120 ft., passive
Dexterity saving throw, taking 63 (18d6) necrotic
Perception 23
damage on a failed save, or half as much damage on
Languages understands Common and Draconic but
a successful one. A humanoid reduced to 0 hp by this
can't speak
damage dies, and it rises as a zombie and acts
Challenge 17 (18,000 XP)
immediately after the dragon zombie in the initiative
count. The new zombie is under the control of the
Legendary Resistance (3/Day). If the dragon creature controlling the dragon zombie.
zombie fails a saving throw, it can choose to succeed
instead.
Legendary Actions
Undead Fortitude. If damage reduces the dragon The dragon zombie can take 3 legendary actions,
zombie to 0 hp, it must make a Constitution saving choosing from the options below. Only one legendary
throw with a DC of 5 + the damage taken, unless the action can be used at a time and only at the end of
damage is radiant or from a critical hit. On a success, another creature's turn. The dragon zombie regains
the dragon zombie drops to 1 hp instead. spent legendary actions at the start of its turn.
Actions Detect. The dragon zombie makes a Wisdom
(Perception) check.
Multiattack. The dragon zombie can use its
Frightful Presence. It them makes three attacks: one Tail Attack. The dragon zombie makes a tail attack.
with its bite and two with its claws. Wing Attack (Costs 2 Actions). The dragon
zombie beats its wings. Each creature within 10 feet
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft.,
of the dragon must succeed on a DC 22 Dexterity
one target. Hit: 19 (2d10 + 8) piercing damage plus 7
saving throw or take 15 (2d6 + 8) bludgeoning
(2d6) necrotic damage
damage and be knocked prone. The dragon zombie
Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., can then fly up to half its flying speed.
one target. Hit: 15 (2d6 + 8) slashing damage.

13
Backwards Man
This strange aberration appears to be a person crawling on
all fours in a crab position, except its head is twisted
completely around. Two purple tentacles crawl out of its
mouth, each one oozing viscous saliva.

Backwards Man
Medium aberration, chaotic evil

Armor Class 14 (natural armor)


Hit Points 26 (4d8 + 8)
Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA


14 (+2) 17 (+3) 15 (+2) 10 (+0) 15 (+2) 14 (+2)

Skills Sleight of Hand +5, Stealth +5


Senses darkvision 60 ft., passive Perception 12
Languages Languages
Challenge 1 (200 XP)

Innate Spellcasting. The backwards man's


innate spellcasting ability is Wisdom (spell save
DC 12). It can innately cast the following spells,
requiring no material components:
At will: minor illusion
2/day: invisibility
Regeneration. The backwards man regains 2 hit
points at the start of its turn if it has at least 1 hit
point.
Spider Climb. The backwards man can climb
difficult surfaces, including upside down on
ceilings, without needing to make an ability check.
Tentacles. The backwards man can have up to
two tentacles at a time. Each tentacle can be
attacked (AC 14; 5 hit points; immunity to psychic
damage). Destroying a tentacle deals no damage to
the backwards man, which can extrude a
replacement tentacle on its next turn. A tentacle
can also be broken if a creature takes an action and
succeeds on a DC 12 Strength check against it.

Actions
Multiattack. The backwards man makes two
tentacle attacks and uses its Reel.
Tentacle. Melee Weapon Attack: +4 to hit, reach
25 ft., one target. Hit: 9 (2d6 + 2) bludgeoning
damage. The target is grappled (escape DC 14).
Until this grapple ends, the target is restrained,
and the backwards man can't use the same
tentacle on another target.
Reel. The backwards man pulls each creature it is
grappling up to 10 feet straight towards it.

14
Zombie Mounts. Bone collectives' long finger bones
Bone Collective and hooked claws help them climb onto zombie mounts and
control them. Bone collectives almost always wear robes or
A bone collective is almost a fluid; its thousands of tiny
cloaks, the better to pretend to be humanoid. They
bones coalesce into a humanoid form only to disperse in a
understand that most creatures find their nature disturbing.
clattering swarm the next moment. Their tiny bones rustle
Feed on Society. Bone collectives join the societies
when they move, a quiet sound similar to sand sliding down
around them, whether human, goblin, or ghoul. They prey on
a dune.
the living and the dead, using them to replenish lost bones.
Spies and Sneaks. Bone collectives are not primarily
Occasionally, they choose to serve necromancers, darakhul,
fighters, although they swarm well enough. They prefer to
some vampires, and liches, all of whom offers magical
spy and skulk. When cornered, however, they fight without
attunements and vile joys to the collective.
fear or hesitation, seeking to strip the flesh from their foes.
They dislike extreme heat, as it makes their bones brittle.

Bone Collective singular creature. Changing between forms takes one


action. In its singular form, the collective can't
Small undead, chaotic evil
occupy the same space as another creature, but it can
perform sneak attacks and cast spells. In swarm
Armor Class 17 (natural armor) form, the bone collective can occupy another
Hit Points 120 (16d6 + 64) creature's space and vice versa, and it can move
Speed 30 ft. through openings at least 1 foot square. It can't
change to singular form while it occupies the same
space as another creature. It uses its skills normally
STR DEX CON INT WIS CHA in either form.
10 (+0) 20 (+5) 18 (+4) 14 (+2) 10 (+0) 16 (+3)
Actions
Saving Throws Dex +8 Multiattack. The bone collective makes two claw
Skills Arcana +5, Deception +6, Perception +3, attacks, or one claw and one bite attack, or one
Stealth +11 swarm attack.
Damage Resistances bludgeoning, piercing, and
slashing from nonmagical weapons that aren't Bite. Melee Weapon Attack: +8 to hit, reach 5 ft.,
silvered one target. Hit: 31 (4d12 + 5) piercing damage, and
Damage Immunities necrotic, poison the target must make a DC 16 Constitution save or
Condition Immunities exhaustion, poisoned suffer the effects of Wyrmblood Venom.
Senses darkvision 120 ft., passive Perception 13
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft.,
Languages Common
one target. Hit: 25 (3d12 + 5) slashing damage.
Challenge 8 (3,900 XP)
Swarm. Melee Weapon Attack: +8 to hit, reach 0
Hive Mind. All elements of a bone collective within ft., one creature in the swarm's space. Hit: 57 (8d12
50 miles of their main body constantly communicate + 5) piercing damage, or 31 (4d12 + 5) piercing
with each other. If one is aware of a particular damage if the bone collective has half its hit points or
danger, they all are. Any bone collective with at least fewer. If the attack hits, the target must make a
30 hit points forms a hive mind, giving it an successful DC 15 Constitution saving throw or sufffer
Intelligence of 14. Below this hp threshold, it the effects of Wyrmblood Venom.
becomes mindless (Intelligence 0) and loses its Wyrmblood Venom (Injury). Bone collectives
innate spellcasting ability. At 0 hp, a few surviving create a reddish liquid, which they smear on their
sets of bones scatter, and must spend months to fangs. The freakish red mouths on the tiny skeletons
create a new collective. are disturbing, and the toxin is deadly. A bitten
Innate Spellcasting. The bone collective's innate creature must succeed on a DC 15 Constitution
spellcasting ability is Charisma (spell save DC 14, +6 saving throw or become poisoned and take 1d6
to hit with spell attacks). It can innately cast the Charisma damage. A poisoned creature repeats the
following spells, requiring no material components: saving throw every four hours, taking another 1d6
Charisma damage for each failure, until it has made
At will: chill touch two consecutive successful saves or survived for 24
3/day: animate dead (up to 5 skeletons or zombies) hours. If the creature survives, the effect ends and
Swarm. A bone collective can act as a swarm the creature can heal normally. Lost Charisma can be
(composed of smaller elements), or it can grant a regained with a lesser restoration spell or
single member (called an exarch) control, acting as a comparable magic.

15
Bone Swarm
Bone Swarm Dank winds sweep up skeletons, both humanoid and
Large swarm of Tiny undead, chaotic evil animal. They blow forward, reaching out for living
creatures like a clawed hand of bone. A scattering of bones
Armor Class 17 (natural armor) rolls across the ground, then rises into the air, billowing like
Hit Points 198 (36d10) a sheet.
Speed 20 ft., fly 60 ft. Swarms of Fallen. On rare occasions, the pugnacious
spirits of fallen undead join together, bonded by a common
craving: to feel alive again. They gather up their bones from
STR DEX CON INT WIS CHA
life, as well as any other bones they come across, and form
22 (+6) 18 (+4) 10 (+0) 9 (-1) 15 (+2) 20 (+5) bone swarms.
Nomadic Undead. These swarms then ravage the
Saving Throws Dex +8, Wis +6, Cha +9 countryside wresting life from living creatures, grabbing
Skills Acrobatics +8, Perception +6, Stealth +8 livestock, humanoids, and even dragons, digging in their
Damage Vulnerabilities bludgeoning claws in an attempt to cling to life. Bone swarms with one or
Damage Resistances piercing and slashing from more sets of jaws wail constantly in their sorrow,
nonmagical weapons
interrupting their cries with snippets of rational but scattered
Damage Immunities poison
speech declaiming their woes and despair.
Condition Immunities charmed, exhaustion,
frightened, paralyzed, poisoned, prone, Cliff and Pit Dwellers. Bone swarms gather near
restrained, stunned cliffs, crevasses, and pits in the hope of forcing a victim or an
Senses darkvision 60 ft., passive Perception 16 entire herd of animals to fall to its death, creating more
Languages Common, Deep Speech shattered bones to add to their mass.
Challenge 10 (5,900 XP)

Strength of Bone. A bone swarm can choose to


Corpse Mound
deal bludgeoning, piercing, or slashing damage, The reeking pile of bodies and bones as large as a giant
and adds 1.5 × its Strength bonus on swarm lurches forward. Corpses that tumble off it rise moments
damage rolls as bits and pieces of broken skeletons later as undead and follow the determined hill of
claw, bite, stab, and slam at the victim (included in corruption.
the attack). Rise from Mass Graves. In times of plague and war,
Swarm. The swarm can occupy another creature's hundreds of bodies are dumped into mass graves. Without
space and vice versa, and the swarm can move sanctifying rites, necromantic magic can seep into the mound
through any opening large enough for a human of bodies and animate them as a massive horror hungering
skull. The swarm can't regain hit points or gain for others to join its form.
temporary hit points. Absorb Bodies. A corpse mound is driven to kill by the
anger and loneliness of the dead within, and to absorb the
Actions bodies of its victims. It attacks any living creature larger than
a dog, but it is drawn to humans and humanoids. It never
Multiattack. The bone swarm can attack every
tires no matter how many victims it accumulates. Entire
hostile creature in its space with its swirling bones.
towns have been wiped out by advancing corpse mounds.
Swirling Bones. Melee Weapon Attack: +10 to
hit, reach 0 ft., one target. Hit: 31 (5d8 + 9)
bludgeoning, piercing, or slashing damage.
Death's Embrace (Recharge 5-6). Melee
Weapon Attack: +10 to hit, reach 0 ft., one
creature in the swarm's space. Hit: the target is
grappled (escape DC 16) and enveloped within the
swarm's bones. The swarm can force the creature
to move at its normal speed wherever the bone
swarm wishes. Any non-area attack against the
bone swarm has a 50% chance of hitting a creature
grappled in Death's Embrace instead.

16
Corpse Mound Actions
Huge undead, neutral evil
Multiattack. The corpse mound makes two weapon
attacks or uses envelop once.
Armor Class 16 (natural armor)
Hit Points 207 (18d12 + 90) Slam. Melee Weapon Attack: +11 to hit, reach 5 ft.,
Speed 30 ft. one target. Hit: 18 (2d10 + 7) bludgeoning damage
plus 10 (3d6) necrotic damage and the target is
grappled (escape DC 17). Until this grapple ends, the
STR DEX CON INT WIS CHA target is restrained.
24 (+7) 11 (+0) 21 (+5) 8 (-1) 10 (+0) 8 (-1) Bone Shard. Ranged Weapon Attack: +11 to hit,
range 30/120 ft., one target. Hit: 14 (2d6 + 7)
Saving Throws Con +9, Int +3, Wis +4 piercing damage and 10 (3d6) necrotic damage.
Damage Resistances necrotic When hit, the target must make a successful DC 17
Damage Immunities poison Strength check or be knocked prone, pinned to the
Condition Immunities charmed, exhaustion, ground by the shard, and restrained. To end this
frightened, poisoned restraint, the target or a creature adjacent to it must
Senses darkvision 60 ft., passive Perception 10 use an action to make a successful DC 17 Strength
Languages understands Common but can't speak (Athletics) check to remove the shard.
Challenge 11 (7,200 XP)
Envelop. The corpse mound makes a slam attack
against a restrained creature. If the attack hits, the
Absorb the Dead. Whenever a Small or larger non- target takes damage as normal, is pulled 5 feet into
undead creature dies within 20 feet of the corpse the corpse mound's space, and is enveloped, which
mound, that creature's remains join its form and the ends any grappled or prone condition. While
corpse mound regains 10 hit points. enveloped, the creature is blinded and restrained, it
Noxious Aura. Creatures that are within 20 feet of has total cover against attacks and other effects
the corpse mound at the end of its turn must succeed outside the corpse mound, and it takes 21 (6d6)
on a DC 17 Constitution saving throw or become necrotic damage at the start of each of the corpse
poisoned until the end of their next turn. On a mound's turns. An enveloped creature can escape by
successful saving throw, the creature is immune to using its action to make a successful DC 17 Strength
the Noxious Aura for 24 hours. saving throw. If the corpse mound takes 30 or more
damage on a single turn from the enveloped
Zombie Drop. At the start of the corpse mound's creature, it must succeed on a DC 17 Constitution
turn during combat, one corpse falls from the mound saving throw at the end of that turn or expel the
onto the ground and immediately rises as a zombie creature, which falls prone in a space within 10 feet
under its control. Up to 10 such zombies can be of the corpse mound. If the corpse mound dies, an
active at one time. Zombies take their turns enveloped creature is no longer restrained by it and
immediately after the corpse mound's turn. can escape by using 10 feet of movement, exiting
prone. A corpse mound can envelop up to 4 creatures
at once.

17
Allied Evil. Deathweavers are often found in league with
Deathweaver other intelligent, evil creatures. A powerful necromancer or
an evil cult might ally with one, using the undead it spawns
“The black and crimson spider, its fangs dripping a dark
to bolster their strength in exchange for treasure or favors.
poison, uses the two arms beside its fangs to pull a corpse
Web Spawn. The deathweaver's webs infuse corpses left
from its tainted web.”
in them with necrotic energy. A humanoid corpse cocooned
Deathweavers are spiders who were once subjected to dark
in the webbing for 24 hours has a 50 percent chance of rising
rituals and are now infused with necrotic energies. Their
as a web zombie under its control. These zombies are
carapaces are mottled patterns of black, crimson, and ivory,
shriveled and covered in tattered webbing.
and two arms flank their fangs.

Deathweaver Web Walker. The deathweaver ignores movement


restrictions caused by webbing.
Large monstrosity, neutral evil

Armor Class 16 (natural armor)


Actions
Hit Points 93 (11d10 + 33) Multiattack. The deathweaver makes two bite
Speed 40 ft., climb 40 ft. attacks.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
STR DEX CON INT WIS CHA one creature. Hit: 10 (2d6 + 3) piercing damage. The
target must make a DC 14 Constitution saving throw,
16 (+3) 14 (+2) 17 (+3) 7 (-2) 12 (+1) 15 (+2) taking 9 (2d8) necrotic damage on a failed save, or
half as much damage on a successful one. If the
Skills Perception +4, Stealth +5 necrotic damage reduces the target to 0 hp, the
Damage Resistances necrotic target is stable but poisoned for 1 hour, even after
Senses blindsight 20 ft., darkvision 60 ft., passive regaining hp, and is paralyzed while poisoned this
Perception 14 way.
Languages Deep Speech
Challenge 5 (1,800 XP) Web (Recharge 5-6). Ranged Weapon Attack: +5
to hit, range 40/80 ft., one creature. Hit: The target
is restrained by webbing. As long as the creature
Innate Spellcasting. The deathweaver's innate remains restrained by the webbing, it takes 3 (1d6)
spellcasting ability is Charima (spell save DC 13, +5 necrotic damage at the end of each of its turns. As an
to hit with spell attacks). It can innately cast the action, the restrained target can make a DC 14
following spells, requiring no material components: Strength check, bursting the webbing on a success.
The webbing can also be attacked and destroyed; AC
At will: chill touch 10; hp 5; vulnerability to fire damage; immunity to
3/day each: darkness, ray of enfeeblement bludgeoning, necrotic, poison, and psychic damage.
1/day: vampiric touch A humanoid slain by this attack rises 24 hours later
Spider Climb. The deathweaver can climb difficult as a zombie under the deathweaver's control, unless
surfaces, including upside down on ceilings, without the humanoid is restored to life or its body is
needing to make an ability check. damaged. The deathweaver can have no more than
twelve zombies under its control at one time.
Web Sense. While in contact with a web, the
deathweaver knows the exact location of any other
creature in contact with the same web.

18
Drowned Maiden
The drowned maiden is usually found as the corpse of a
Drowned Maiden
women floating in the water, her long hair drifting with the Medium undead, neutral evil
current. Occasionally, these are drowned lads rather than
maidens, though this is rare. Armor Class 15 (natural armor)
Raging Romantics. Drowned maidens are piteous but Hit Points 90 (20d8)
terrifying undead, created when a woman dies in water due Speed 30 ft., swim 40 ft.
to a doomed romance, whether from unrequited love or
whether drowned by a philandering partner. Either way, the
STR DEX CON INT WIS CHA
drowned maiden awakens from death seeking vengeance.
Even as she dishes out retribution, a drowned maiden often 15 (+2) 16 (+3) 10 (+0) 10 (+0) 12 (+1) 18 (+4)
anguishes over her doomed existence and tragic fate.
Beckoning for Help. Themaiden lurks in the silent Saving Throws Dex +6, Cha +7
depths where she died—usually deserted docks, bridges, or Damage Resistances bludgeoning, piercing, and
coastal cliffs. She waits to pull the living to the same watery slashing from nonmagical weapons that aren't
grave in which she is now condemned. A drowned maiden
silvered
Damage Immunities necrotic, poison
uses her disguise self ability to appear as in life. She silently
Condition Immunities charmed, exhaustion,
beckons victims from afar, as if in danger of drowning. When
frightened, paralyzed, poisoned
within range, the maiden uses her hair to pull her victim Senses darkvision 60 ft., passive Perception 11
close enough to kiss it. Victims soon weaken and drown. The Languages Common
victim's final vision is the drowned maiden's tearful lament Challenge 5 (1,800 XP)
over the loss of life.
Death to Betrayers. Desperate individuals may Grasping Hair. The drowned maiden's hair
bargain with drowned maidens, and they will release attacks as though it were three separate limbs,
pleading victims who promise to return to their lair with the each of which can be attacked (AC 19; 15 hit
person who caused the maiden's death. Embracing and points; immunity to necrotic, poison, and psychic
drowning her betrayer releases the maiden from undeath. damage; resistance to bludgeoning, piercing, and
slashing damage from nonmagical weapons that
aren't silvered). A lock of hair can be broken if a
creature takes an action and succeeds on a DC 15
Strength check against it.
Innate Spellcasting. The drowned maiden's
innate spellcasting ability is Charisma (spell save
DC 15). She can innately cast the following spells,
requiring no material components:
At will: disguise self, silence

Actions
Multiattack. The drowned maiden makes two
claw attacks and one hair attack, each of which it
can replace with one kiss attack.
Claw. Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 7 (1d8 + 3) slashing damage.
Hair. Melee Weapon Attack: +6 to hit, reach 20
ft., one target. Hit: 14 (2d10 + 3) slashing damage,
and the target is grappled (escape DC 16). Three
creatures can be grappled at a time.
Kiss. The drowned maiden can kiss one target
that is grappled and adjacent to her. The target
must succeed on a DC 15 Charisma saving throw
or take 1d6 Strength damage.
Reel. The drowned maiden pulls a grappled
creature of Large size or smaller up to 15 feet
straight toward herself.

19
Flayed Wraith
Flayed Wraith “This flying creature looks like the disembodied skin of a
Medium undead, neutral evil once-living person. Its mouth is twisted into a tortured
scream, and its eyes gleam a baleful blue.”
Armor Class 12 Tortured to Death. Flayed wraiths come into being
Hit Points 67 (9d8 + 27) when certain dark energies are present at the moment when
Speed 0 ft., fly 60 ft. (hover) an individual is tortured to death. Unlike typical wraiths,
they retain the skin they wore in life. Often, the various forms
of torture used against them are still evident on the canvas of
STR DEX CON INT WIS CHA
their bodies.
9 (-1) 15 (+2) 17 (+3) 12 (+1) 9 (-1) 8 (-1) Mad. The flayed wraith is in a perpetual state of madness,
reliving the days and moments that led to its demise. Flayed
Saving Throws Wis +2 wraiths constantly feel the slice of the blade through their
Damage Resistances cold; bludgeoning, skin, the pain of blunt trauma to fingers and toes, or other
piercing, and slashing from nonmagical attacks objects being used on their bodies for the sheer purpose of
not made with silvered weapons causing agony. In death, they now seek to cause this same
Damage Immunities necrotic, poison
pain to others. They often keep their victims alive to inflict
Condition Immunities charmed, exhaustion,
the unspeakable things that were once done to them upon the
paralyzed, poisoned, prone
Senses darkvision 60 ft., passive Perception 9 living. They desire to bring the same pain to others that was
Languages any languages it knew in life once so mercilessly brought against them, and in so doing, at
Challenge 5 (1,800 XP) least in their twisted minds, become the masters of life and
death.
Sunlight Sensitivity. While in sunlight, the Undead Nature. A flayed wraith doesn't require air,
flayed wraith has disadvantage on attack rolls, as food, drink, or sleep.
well as on Wisdom (Perception) checks that rely
on sight.
Giant Ant
Torturer. When the flayed wraith reduces a Several pony-sized ants swarm around an ant the size of a
creature to 0 hp, it knocks out the creature, which
draft horse, clacking their serrated mandibles and
falls unconscious and is stable.
threatening with their stingers.
Actions Giant ants look much like a normal ant with six legs, a
waspish segmented body, and large antenna. Their hides are
Multiattack. The flayed wraith uses its Howl of covered in thick chitin, and they have large, serrated
Agony. It then makes two claw attacks. mandibles flanking their mouths and stingers on their tails.
These stingers are the size of a shortsword, and they're
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft.,
capable of stabbing and poisoning a human to death.
one target. Hit: 6 (1d8 + 2) slashing damage plus 5
(2d4) necrotic damage. Colony Defenders. Giant ants form colonies under the
control of a queen much like their normal-sized cousins.
Howl of Agony. The wraith screams its pain into Sterile females form castes with the workers building the nest
the mind of one creature it can see within 30 feet and caring for larvae. Queens and male drones rarely leave
of it. The target must make a DC 14 Wisdom
the colony. Soldiers defend the colony and forage for food.
saving throw. On a failure, the target takes 10
(3d6) psychic damage and is incapacitated as it Carry Prey Home. Giant ants are both predators and
doubles over in pain. On a success, the target takes scavengers, working in organized groups to bring down large
half the damage and isn't incapacitated. prey and carry it back to the nest. Giant ants tend to ignore
animals away from the colony when not foraging for food,
but they quickly move to overwhelm prey when hungry or
threatened.
A giant ant stands nearly four feet tall and weighs 400
pounds, while a giant ant queen is over five feet tall and
weighs 900 pounds. Giant ants communicate with each other
primarily with pheromones but also use sound and touch.

20
Gray Thirster
Medium undead, neutral evil

Armor Class 13
Hit Points 39 (6d8 + 12)
Speed 30 ft.

STR DEX CON INT WIS CHA


12 (+1) 16 (+3) 15 (+2) 6 (-2) 12 (+1) 14 (+2)

Giant Ant Skills Stealth +5


Damage Resistances necrotic, bludgeoning
Large beast, unaligned Damage Immunities fire, poison
Condition Immunities charmed, exhaustion,
Armor Class 14 (natural armor) frightened, poisoned
Hit Points 52 (7d10 + 14) Senses darkvision 60 ft., passive Perception 11
Speed 40 ft. Languages understands all languages it knew in
life but can't speak
Challenge 2 (450 XP)
STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 15 (+2) 1 (-5) 9 (-1) 2 (-4) Thirst. The gray thirster projects a 30-foot aura of
desiccating thirst. The first time a creature enters
the aura on its turn, or when it starts its turn in the
Senses blindsight 60 ft., passive Perception 9 aura, it must make a successful DC 12 Constitution
Languages — saving throw or gain one level of exhaustion. If the
Challenge 2 (450 XP) saving throw is successful, the creature is immune
to the gray thirster's Thirst for the next 24 hours.
Keen Smell. The giant ant has advantage on
Wisdom (Perception) checks that rely on smell.
Actions
Actions Multiattack. The gray thirster makes two claw
attacks and one Withering TUrban attack.
Multiattack. The giant ant makes one bite attack
and one sting attack. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one creature. Hit: 6 (1d6 + 3) slashing damage.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 6 (1d8 + 2) bludgeoning damage, Withering Turban. Melee Weapon Attack: +5 to
and the target is grappled (escape DC 12). Until hit, reach 10 ft., one creature. Hit: 5 (1d4 + 3)
this grapple ends, the target is restrained and the necrotic damage. If the target failed a saving throw
giant ant can't bite a different target. against the Thirst trait at any point in this
encounter, its hit point maximum is reduced by an
Sting. Melee Weapon Attack: +4 to hit, reach 5 amount equal to the damage it took from this
ft., one target. Hit: 6 (1d8 + 2) piercing damage attack. This reduction lasts until the target has no
plus 22 (4d10) poison damage, or half as much exhaustion levels.
poison damage with a successful DC 12
Constitution saving throw. Drought (1/Day). The gray thirster draws the
moisture from a 20-foot radius area centered on
itself. Nonmagical water and other liquids in this
area turn to dust. Each creature that is neither
undead nor a construct in the area takes 9 (2d8)
necrotic damage, or half damage with a successful
DC 13 Constitution saving throw. Plants, oozes,
and creatures with the Amphibious, Water
Breathing, or Water Form traits have disadvantage
on this saving throw. Liquids carried by a creature
that makes a successful saving throw are not
destroyed.

21
Gray Thirster
This dried-out body of a long dead traveler is still clad in the
Phantom
tattered remains of his clothes. Skin as dry as parchment Medium undead, any alignment
clings to the bones that are clearly distinguishable
underneath. A hoarse moaning emanates from the dry, Armor Class 11
cracked lips. Hit Points 22 (5d8)
Thirsting Undead. The greatest danger to people Speed 0 ft., fly 40 ft. (hover)
traversing badlands and deserts is thirst, and even the best
prepared can find themselves without water. The lucky ones
STR DEX CON INT WIS CHA
die quickly, while those less fortunate linger in sun-addled
torment for days. These souls sometimes rise from the sand 7 (-2) 12 (+1) 10 (+0) 6 (-2) 12 (+1) 12 (+1)
as gray thirsters, driven to inflict the torment they suffered
upon other travelers. Damage Resistances acid, fire, lightning,
Destroy Wells and Oases. Gray thirsters destroy or thunder; bludgeoning, piercing, and slashing
foul sources of water and often lurk nearby to ambush those from nonmagical attacks
seeking clean water.
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion,
Thirsting Caravan. Though they hunt alone, in at least
frightened, grappled, paralyzed, petrified,
one case an entire caravan died of thirst and rose again as poisoned, prone, restrained
gray thirsters. Called the dust caravan, it prowls the deep Senses darkvision 60 ft., passive Perception 11
desert accompanied by skinchanging gnolls, shrieking Languages any languages it knew in life
ghouls, and a mummy lord, building a strange nomadic Challenge 1 (200 XP)
army.
Incorporeal Movement. The phantom can
Phantom move through other creatures and objects as if
they were difficult terrain. It takes 5 (1d10) force
The dark, vague outline of a person flickers in the gloom. damage if it ends its turn inside an object.
The restless, angry spirits of those who have met a violent
Sunlight Weakness. While in sunlight, the
end, phantoms wander the night, vacillating between
phantom has disadvantage on attack rolls, ability
confusion, outrage, and misery.
checks, and saving throws.
Bewildered Victims. Those who have attempted
communication with phantoms report that the phantoms
have little, if any, awareness of their undead state, and they
Actions
seem disoriented and permanently trapped in the traumatic Ghostly Graps. Melee Weapon Attack: +3 to hit,
moments surrounding their deaths. reach 5 ft., one target. Hit: 7 (2d6) necrotic
Accidental Killers. Phantoms often approach the damage.
living with what seems like benign intent, but, when they Chilling Moan (Recharge 5-6). The phantom
draw close, they grab hold of living creatures and give voice emits an eerie moan. Each creature within 30 feet
to a terrifying, unearthly moan. They seem to be attempting that isn’t an undead or a construct must make a
communication, but, when their actions lead to the death of DC 13 Wisdom saving throw. On a failure, the
the creature, they wander away to find another. target takes 9 (2d8) cold damage and is frightened
Undead Nature. A phantom doesn’t require air, food, until the end of the phantom’s
drink, or sleep. next turn. If the target
fails the saving throw
by 5 or more, it is
also paralyzed for
the same duration.
On a success, the
target takes half the damage
and isn’t frightened.

22
Shadow Skeleton
Poisonous Gas Elemental The skeleton's ribs are filled with shadow essence, which
Large elemental, neutral slithers in constant motion like the writhing of eels in a
carcass. The whole sight is disquieting as it moves itself with
Armor Class 15 a gliding, almost liquid step.
Hit Points 90 (12d10 + 24) Shadow Realms and Rivers. Shadow skeletons are
Speed 0 ft., fly 90 ft. (hover) often servants to shadow river lords (see page 327) or other
powerful creatures of shadow. Their writhing purple hearts
generate a small amount of light—just enough to cast a
STR DEX CON INT WIS CHA
shadow, never more.
14 (+2) 20 (+5) 14 (+2) 6 (-2) 10 (+0) 6 (-2) Malign Intent. Unlike ordinary skeletons, shadow
skeletons have been known to display some cunning and a
Damage Resistances lightningt, thunder; certain depth of cruelty. They sometimes chase small living
bludgeoning, piercing, and slashing from animals or fling bits of bone and shadow at birds or bats.
nonmagical attacks Undead Nature. The shadow skeleton doesn't require
Damage Immunities poison
air, food, drink, or sleep.
Condition Immunities exhaustion, grappled,
paralyzed, petrified, poisoned, prone,
restrained, unconscious
Senses darkvision 60 ft., passive Perception 10
Languages Auran Shadow Skeleton
Challenge 8 (3,900 XP) Medium undead, neutral evil

Poisonous Gas Form. The elemental can enter a Armor Class 13


hostile creature's space and stop there. It can move Hit Points 52 (8d8 + 16)
through a space as narrow as 1 inch wide without Speed 30 ft., swim 40 ft.
squeezing. A creature that starts its turn in the
elemental's space must make a DC 13 Constitution
saving throw. A creature takes 22 (4d10) poison STR DEX CON INT WIS CHA
damage and becomes poisoned for 1 minute on a 10 (+0) 16 (+3) 15 (+2) 9 (-1) 11 (+0) 9 (-1)
failed saving throw, or takes half as much damage
and doesn't become poisoned on a successful one.
A creature can avoid making the saving throw by Damage Resistances fire, piercing, slashing
holding its breath, and creatures that don't need to Damage Immunities poison
breathe are unaffected. Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages understands the languages it knew in
Actions life but can't speak
Multiattack. The elemental makes two slam Challenge 2 (450 XP)
attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 5 Actions
ft., one target. Hit: 14 (2d8 + 5) bludgeoning Multiattack. The shadow skeleton makes two
damage plus 5 (1d10) poison damage. scimitar attacks.
Expand (1/Day). The elemental emits a cloud of
poisonous gas that extends from it 20-feet in all Scimitar. Melee Weapon Attack: +5 to hit, reach
directions. The gas spreads around corners. It lasts 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
for as long as the elemental concentrates (as if Finger Darts. Ranged Weapon Attack: +5 to hit,
concentrating on a spell), up to 1 minute, or until range 30 ft., one target. Hit: 5 (1d4 + 3) piercing
strong wind disperses it. Its area is heavily damage plus 3 (1d6) necrotic damage. If the target
obscured. When a creature enters the gas for the is a creature other than an undead or a construct,
first time on a turn or starts its turn there, that it must make a DC 12 Constitution saving throw.
creature must make a DC 13 Constitution saving On a failure, the target is surrounded by a shadowy
throw. The creature takes 22 (4d10) poison aura for 1 minute. While surrounded by the aura,
damage and becomes poisoned for 1 minute on a the target takes an extra 7 (2d6) necrotic damage
failed save, or half as much damage on a successful when hit by the scimitar attack of a shadow
one and doesn't become poisoned. A creature can skeleton. Any creature can take an action to
avoid making the saving throw by holding its extinguish the shadow with a successful DC 12
breath, and creatures that don't need to breathe Intelligence (Arcana) check. The shadow also
are unaffected. extinguishes if the target receives magical healing.

23
Skull Lantern
From the pile of bones, a skull rises into the air as the hood
Skull Lantern
of an old cloak slips from it and drops to the floor. A baleful Tiny undead, unaligned
greenish light pours from its hollow sockets. Its jaws open
wide and a rasping voice utters words in a strange tongue. Armor Class 13
Accidental Animation. A form of enigmatic, semi- Hit Points 14 (4d4 + 4)
sentient undead, a skull lantern comes into being Speed 0 ft., fly 30 ft. (hover)
spontaneously, soon after the destruction of another
humanoid undead. It rarely lasts long, however, due to the
STR DEX CON INT WIS CHA
fact that its first act is often to levitate slowly above a
recently-vanquished undead creature's remains with eerie 1 (-5) 16 (-3) 12 (+1) 3 (-4) 6 (-2) 5 (-3)
light shining from its eye sockets.
Traces of Life. Skull lanterns are given to muttering, Saving Throws Dex +5
repeating nonsense phrases, and even occasionally shouting, Damage Immunities poison
though what excites them to such utterings is as yet Condition Immunities charmed, exhaustion,
unknown; there seems to be no rhyme or reason to it. In fact,
frightened, paralyzed, poisoned, prone,
unconscious
it isn't entirely clear if skull lanterns are inhabited by some
Senses passive Perception 8
spiritual remnant of their former selves or if they are
Languages —
occupied by some other entity altogether. Whether or not Challenge 1/4 (50 XP)
such behavior is a sign of intelligence at work, their
willingness to communicate becomes more pronounced the
Flare. When immersed in magical darkness, a
closer they come to places of arcane power. skull lantern emits a brilliant flash of light
Enigmatic Companions. A few brave experimenters powerful enough to dispel magical darkness in a
have discovered that these beings can be put to several uses. 30-foot-radius sphere centered on itself,
If a creature tethers a skull lantern to itself and pulls the skull illuminating the area with bright light for 1d4
along for an hour, the skull will begin floating next to the rounds. Afterwards, the light winks out and the
creature of its own volition; a useful trait, since the skull skull falls to the ground, inert. In one week, the
produces a somewhat ghastly, but steady, light. It will float skull lantern has a 50% chance of becoming active
along in this way until something stops it from doing so, again, though failure to do so means it will never
either by attacking it, separating from it through the use of a reanimate.
barrier of some sort, or placing it in a container. When Illumination. The skull lantern sheds bright light
abandoned, a skull lantern simply floats in place where it was in a 20-foot-radius and dim light for an additional
left and won't take up following another creature until 20 feet.
tethered and "trained" to do so again. When attacked, a skull
lantern will defend itself with its bite but otherwise will not
Undead Fortitude. If damage reduces the skull
to 0 hp, it must make a Constitution saving throw
attack.
with a DC of 5 + the damage taken, unless the
Undead Nature. A skull lantern doesn't require air, damage is radiant or from a critical hit. On a
food, drink, or sleep. success, the skull drops to 1 hp instead.

Actions
Multiattack. The Creature Name makes Number
and type of attacks
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 5 (1d4 + 3) piercing damage.
Fire Beam (Recharge 6). The skull lantern
opens its mouth, releasing a searing beam of light
in a 15-foot line that is 5 feet wide. Each creature
in that line must make a DC 13 Dexterity saving
throw, taking 7 (2d6) fire damage on a failed save,
or half as much damage on a successful one.

24
Descent Into Madness. A living creature that touches
Spirit Lamp the lantern is cursed, unable to release it and unable to see
except in the lantern's light. Torn between fear of the
The skeletal figure draped in fine robes lifts its lantern,
darkness and the horrors it sees in the cursed light, the
illuminating the area in a sickly light.
bearer is soon driven mad. Over time the bearer twists into
Spirit lamps are cursed creatures carrying lanterns that the skeletal spirit lamp.
trap the souls of their victims and unleash those souls to
Undead Nature. The spirit lamp doesn't require air,
ravage the living.
food, drink, or sleep.

Spirit Lamp AC 17, 50 hp, and is immune to piercing, poison, and


psychic damage. A creature that touches the lantern
Medium undead, chaotic evil
must succeed on a DC 15 Charisma saving throw or
be cursed. A cursed creature is frightened of
Armor Class 17 (natural armor) darkness, can't see anything outside of the lantern's
Hit Points 82 (11d8 + 33) light, and is unable to drop the lantern. The cursed
Speed 40 ft. creature will risk its own life to protect the lantern. A
creature can repeat the saving throw each day at
dawn, lifting the curse and ending the effects on
STR DEX CON INT WIS CHA itself on a success. If this occurs, the lantern
12 (+1) 19 (+4) 16 (+3) 13 (-1) 14 (+2) 19 (+4) disintegrates. After three failed saving throws,
remove curse or similar magic is required to end the
curse.
Saving Throws Dex +7, Con +6
If the creature remains cursed after 30 days, it is
Skills Perception +5
irreversibly changed by the curse, and it becomes the
Damage Resistances bludgeoning, piercing, and
lantern's new spirit lamp. Voluntarily opening the
slashing from nonmagical weapons
lantern counts as a failed saving throw. If the lantern
Damage Immunities necrotic, poison, psychic
is destroyed, all captured spirits are put to rest and
Condition Immunities charmed, frightened,
the cursed bearer, if it has not yet changed into a
poisoned, unconscious
spirit lamp, is freed of the curse.
Senses passive Perception 15
Languages Common
Challenge 7 (2,900 XP) Actions
Multiattack. The spirit lamp makes three attacks.
Jumpy. The spirit lamp can't be surprised and can
use a bonus action to take the Disengage action. Spirit Claw. Melee Weapon Attack: +7 to hit, reach
5 ft., one target. Hit: 7 (1d6 + 4) necrotic .
Lantern Spirits. Spirits of creatures that died
within the lantern's light haunt it. While the lantern Lantern Beam. Ranged Weapon Attack: +7 to hit,
is open, these spirits surround the spirit lamp, range 60 ft., one target. Hit: 11 (2d10) fire damage.
slowing and attacking all creatures within the
lantern's light. A creature that starts its turn within
30 feet of the spirit lamp has its speed halved and
must make a DC 15 Wisdom saving throw, taking 10
(3d6) necrotic damage on a failed save, or half as
much damage on a successful one. If the spirit lamp
dies and the lantern is open, the lantern's spirits
continue to harm creatures within 30 feet of it until
the lantern is destroyed or closed.
Lantern's Light. As a bonus action, the spirit lamp
can open or close its lantern. When open, the lantern
sheds bright light in a 30-foot radius and dim light
for an additional 30 feet. The spirit lamp can only
see objects within the lantern's light and is blind
while the lantern is closed. The lantern's light pierces
magical and nonmagical darkness and can't be
dispelled by magical darkness. If a creature dies in
the lantern's light, its spirit is trapped in the lantern.
Spirit Lantern. The spirit lamp's lantern is
immune to damage and can't be the target of spells
or effects as long as the spirit lamp lives. When the
spirit lamp dies, the lantern floats gently to the
ground and opens, if it was closed. The lantern has

25
Steam Golem
With wicked axe blades fastened along its arms and bronze
when they move. The eyes of a steam golem glow orange or
runes inlaid on its armored torso, a steam golem is a
red from its internal fires.
smooth-running machine of death.
Steam Whistle. A steam golem has four to six vents for
Boilers and Hydraulics. A steam golem is built
releasing steam. These whistles are mounted over the
around a central boiler with clockwork gears and hydraulic
shoulders and can be heard at distances up to a mile in open
cylinders powering its legs and arms. Most steam golems
terrain.
have axe blades welded onto each of their arms, and many
Fuel Required. A steam golem's machinery consumes
can extend one arm into a single, long-hafted axe for
30 lb. of coal and 100 gallons of water per day if it engages in
additional reach. They tower 10 feet tall, and their legs are
more than brief combat. When resting or standing guard, a
often built with reversed knee joints for greater leverage
steam golem needs just one third of those amounts.

Steam Golem Extend Long Ax. A steam golem can extend or


retract one arm into long ax form as a bonus action.
Large construct, unaligned
Immutable Form. The golem is immune to any
spell or effect that would alter its form.
Armor Class 18 (natural armor)
Hit Points 171 (18d10 + 72) Magic Resistance. The golem has advantage on
Speed 40 ft. saving throws against spells and other magical
effects.
STR DEX CON INT WIS CHA Magic Weapons. The golem's weapon attacks are
magical.
26 (+8) 12 (+1) 18 (-4) 3 (-4) 10 (+0) 1 (-5)

Damage Immunities fire, poison, psychic;


Actions
bludgeoning, piercing, and slashing from Multiattack. The steam golem makes two ax arm
nonmagical weapons that aren't adamantine attacks, or one long axe attack.
Condition Immunities charmed, exhaustion,
Ax Arm. Melee Weapon Attack: +13 to hit, reach 5
frightened, paralyzed, petrified, poisoned
ft., one target. Hit: 22 (4d6 + 8) slashing damage.
Senses darkvision 120 ft., passive Perception 10
Languages understands its creator's languages but Long Axe. Melee Weapon Attack: +13 to hit, reach
can't speak 10 ft., one target. Hit: 40 (5d12 + 8) slashing
Challenge 13 (10,000 XP) damage.
Steam Blast (Recharge 5-6). A steam golem can
Boiler Weakness. A steam golem that's immersed release a blast of steam. The golem chooses whether
in water or whose boiler is soaked with at least 20 to affect a 5-foot radius around itself or a 20-foot
gallons of water (such as from a water elemental) cube adjacent to itself. Creatures in the affected area
may be stopped in its tracks by the loss of steam take 38 (7d10) fire damage, or half damage with a
pressure in the boiler. In the case of a water successful DC 17 Constitution saving throw.
elemental, dousing a steam golem destroys the
elemental and the golem must make a DC 20
Constitution saving throw. If it succeeds, the water
Reactions
instantly evaporates and the golem continues Whistle. When an opponent within 30 feet of the
functioning normally. If it fails, the golem's fire is golem tries to cast a spell, the steam golem can emit
extinguished and the boiler loses pressure. The a shriek from its twin steam whistles. The spellcaster
steam golem acts as if affected by a slow spell for 1d3 must make a DC 17 Constitution saving throw. If the
rounds, then becomes paralyzed until its fire is relit save succeeds, the spell is cast normally. If it fails,
and it spends 15 minutes building up pressure. the spell is not cast; the spell slot is not used, but the
caster's action is.

26
Bones of Stone. The swordbreaker skeleton's bones
Swordbreaker Gladiator have fossilized and become stony. Most weapons shatter
against these bones, but the fossilization makes the skeletons
Skeleton more susceptible to magic that harms stone or that causes
concussive bursts of sound.
Tougher than a typical animated skeleton, these undead are
Undead Nature. A swordbreaker skeleton doesn't
raised from skeletal remains that have fossilized.
require air, food, drink, or sleep.

Swordbreaker Gladiator Fossilized Bones. Any nonmagical slashing or


piercing weapon made of metal or wood that hits the
Skeleton swordbreaker gladiator skeleton cracks. After
dealing damage, the weapon takes a permanent and
Medium undead, lawful evil cumulative −1 penalty to damage rolls. If its penalty
drops to −5, the weapon is destroyed. Nonmagical
Armor Class 15 (natural armor) ammunition made of metal or wood that hits the
Hit Points 112 (15d8 + 45) swordbreaker gladiator skeleton is destroyed after
Speed 30 ft. dealing damage.

STR DEX CON INT WIS CHA


Actions
Multiattack. The swordbreaker gladiator skeleton
18 (+4) 15 (+2) 16 (+3) 6 (-2) 8 (-1) 5 (-3) makes three melee attacks or two ranged attacks.
Saving Throws Str +7, Dex +5, Con +6 Spear. Melee or Ranged Weapon Attack: +7 to hit,
Skills Athletics +10, Intimidation +5 reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6
Damage Vulnerabilities thunder + 4) piercing damage, or 13 (2d8 + 4) piercing
Damage Resistances piercing, slashing damage if used with two hands to make a melee
Damage Immunities poison attack.
Condition Immunities exhaustion, petrified,
Shield Bash. Melee Weapon Attack: +7 to hit,
poisoned
reach 5 ft., one creature. Hit: 9 (2d4 + 4)
Senses darkvision 60 ft., passive Perception 9
bludgeoning damage. If the target is a Medium or
Languages understands all languages it knew in life
smaller creature, it must succeed on a DC 15
but can't speak
Strength saving throw or be knocked prone.
Challenge 5 (1,800 XP)

Brave. The swordbreaker gladiator skeleton has


Reactions
advantage on saving throws against being frightened. Parry. The swordbreaker gladiator skeleton adds 3
to its AC against one melee attack that would hit it.
Brute. A melee weapon deals one extra die of its To do so, the swordbreaker gladiator skeleton must
damage when the swordbreaker gladiator skeleton see the attacker and be wielding a melee weapon.
hits with it (included in the attack).

Walled Horror
“An unnatural, cloying chill fills the air, and multiple
ghostly hands burst from a wall to pummel and grab all
within reach.”
Unassuming Horror. The walled horror is an undead
that appears to be a normal stretch of wall until it lashes out
at passersby.
Tragic Origins. A walled horror is created when a
group of humanoids is bound together and entombed behind
a wall in an area with a high concentration of necrotic energy.
The humanoids experience profound terror before dying of
thirst or suffocation, and their spirits remain trapped within
the wall, becoming an undead that seeks to add others to its
collection.
Entombed Treasures. While the spirits of the
entombed victims join with the stone and mortar of the wall,
their bodies and belongings are left to rot in the cavity behind
the wall. When the walled horror is destroyed, it collapses
into a pile of rubble, revealing the remains and belongings.
Undead Nature. A walled horror doesn't require air,
food, drink, or sleep.

27
Walled Horror trapped. The walled horror can move to nearby walls
with its Wall Hop trait, but it can never be more than
Large undead, chaotic evil
120 feet away from its bound wall. If its bound wall is
damaged while the walled horror is elsewhere, the
Armor Class 17 (natural armor) walled horror takes half the damage dealt to the
Hit Points 114 (12d8 + 60) bound wall. When the walled horror finishes a long
Speed 0 ft. (immobile) rest while inhabiting its bound wall, any damage to
the bound wall is repaired.
STR DEX CON INT WIS CHA Actions
18 (+4) 1 (-5) 20 (+5) 5 (-3) 8 (-1) 18 (+4)
Multiattack. The walled horror makes two spectral
claw attacks.
Damage Resistances cold, fire, lightning;
bludgeoning, piercing, and slashing from Spectral Claw. Melee Weapon Attack: +7 to hit,
nonmagical attacks reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing
Damage Immunities necrotic, poison, psychic damage plus 4 (1d8) psychic damage, and the target
Condition Immunities blinded, deafened, is grappled (escape DC 15).
exhaustion, frightened, grappled, paralyzed,
Spectral Scream. Ranged Spell Attack: +7 to hit,
petrified, poisoned, prone, restrained, stunned
range 60 ft., one target. Hit: 18 (4d8) psychic
Senses truesight 60 ft. (blind beyond this radius),
damage, and the target must succeed on a DC 15
passive Perception 9
Charisma saving throw or be frightened until the end
Languages understands all languages it knew in life
of its next turn as it is assaulted by images of being
but can't speak
buried alive or entombed. While frightened, the
Challenge 7 (2,900 XP)
creature's speed is reduced to 0.
Spirit-Infused Structure. The walled horror is Entomb. The walled horror makes one spectral claw
immobile except for its Wall Hop trait. It uses its attack against a Medium or smaller creature it is
Charisma instead of its Dexterity to determine its grappling. If the attack hits, the creature is partially
place in the initiative order. entombed in the wall, and the grapple ends. The
entombed target is blinded and restrained, and it
Wall Hop. As a bonus action, the walled horror can takes 9 (2d8) psychic damage at the start of each of
disappear into the wall and reappear on a 10-foot- the walled horror's turns. A walled horror can have
by-10-foot stone wall or panel of wood that it can see only one creature entombed at a time.
within 30 feet of it. Claw marks briefly appear on the
surface of the origin and destination walls when it A creature, including the entombed target, can take
uses this trait. its action to free the entombed target by succeeding
on a DC 15 Strength check.
Wall-bound Spirits. The spirits that make up the
walled horror are bound to a 10-foot-by-10-foot A creature slain while entombed is pulled fully into
panel of wall, behind which their original bodies are the wall and can be restored to life only by means of
a true resurrection or a wish spell.

Web Zombie
These zombies are shriveled and covered in tattered webbing.
A web zombie has a challenge rating of 1 (200 XP) and retains the statistics of a normal zombie except as
described below.
Speed. The web zombie has a climbing speed of 30 feet.
Necrotic Weapons. When the web zombie hits a creature with a melee attack, the attack deals an extra 1d6
necrotic damage.
Spider Climb. The web zombie can climb difficult surfaces, including upside down on ceilings, without
needing to make an ability check.
Web Walker. The web zombie ignores movement restrictions caused by webbing.
Multiattack. The web zombie makes two slam attacks. If both attacks hit a Medium or smaller target, the
target is restrained by webbing. As an action, the restrained target can make a DC 11 Strength check, bursting
the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire
damage; immunity to bludgeoning, necrotic, poison, and psychic damage).

28
Product Identity: The following items are hereby 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE
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