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Table Of Contents

Introduction 1.1 Introduction


Dedication 1.1.1 Dedication
1.1.2 Using This Book
I dedicate this book to Ed Greenwood, the creator of the 1.1.3 Strixhaven Update
Forgotten Realms. Thank you for enriching our lives with 1.1.4 Art Credit
your creativity and thank you for always supporting your fans. 1.1.5 Inspiration
Using This Book 2 List of Monsters by Challenge Rating
Candlekeep Library Bestiary aims to be a complementary 3 Bestiary
work to the Candlekeep Mysteries adventure book. Monsters, 3.1 Animated Arcane Guardian
NPCs, and magical items found in this book can be 3.2 Awakened Spellbook
encountered in the Candlekeep Library and other libraries 3.3 Clockwork Library Staff
across Faerûn. 3.4 Dead Loremaster
Although these monsters and NPCs can be found in many 3.5 Ghost Librarian
of the libraries across Faerûn, in the Candlekeep Library, 3.6 Giant Globe
visitors are prohibited from entering the Inner Rooms unless 3.7 Golem, Book
they possess a pass-token. Therefore it should be noted that 3.8 Golem, Runestone
many of the monsters can only found in the outer sections of 3.9 Ink of Juiblex
the Candlekeep Library. Yet, as the DM, you can easily find a 3.10 Library Cat
reason for anyone or anything to be in any room. 3.11 Manuscript-bound Maztican Warrior
Dungeon Masters can use this book to spice up and enrich 3.12 Map Tapestry
their games when the players enter a library or a similar 3.13 Mimic, Study Desk
place of learning and knowledge. Players can also use this 3.14 Monstrous Monster Manual
book to acquire magical items and use the Translator 3.15 Palimpsest
background for their characters. 3.16 Paper Spiders of Cheth Rrhinn
Strixhaven Update 3.17 Philosophical Discord
3.18 Servant of the Binder
Welcome to the School of Mages! I wrote this book when the 3.19 Swarms in the Library
Candlekeep Mysteries was released, thinking that the 3.20 Appendix A: Nonplayer Characters
monsters and NPCs here are the perfect fit for the library 3.20.1 Booklifter
setting of that book. But when the Strixhaven was first 3.20.2 Disciple of the Passive Voice
announced, then I realized this book was actually the perfect 3.20.3 Glyphscribe
companion for the new Strixhaven setting. All the statblocks 3.20.4 Gondsman
that can be found in this book are specifically tailored and 3.20.5 Librarian
designed to fit in an arcane academy/library/wizard’s tower 3.20.6 Lorekeeper
kind of setting, both as living places, and also as ruins and 3.20.7 Potioneer
dangerous dungeons. So now, just before the release of 3.20.8 Tuneservant
Strixhaven: A Curriculum of Chaos, I have decided to update 3.20.9 Wise One
this book! I have added 8 more brand new statblocks that are 3.20.10 Xothar
inspired by the Strixhaven setting. When preparing the new 3.21 Appendix B: Character Backgrounds
statblocks, I have experimented with some new stuff such as 3.21.1 Translator
combining arcane and divine magic for certain characters. I 3.22 Appendix C: Magic Items
hope you will enjoy it and use it in your games! 3.23 Appendix D: Strixhaven
Art Credit
Some artwork © 2015 Dean Spencer, used with permission. DUNGEONS
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Inspiration under
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The following D&D books provided material and inspiration Masters
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All
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UZMEN]
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Faiths & Avatars (1996)
us/articles/217520927-Ownership-and-License-OGL-
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List of Monsters by Challenge Rating

CR Monster
0 Library Cat
1/8 Swarm of Paper Birds
1/4 Monstrous Monster Manual
1/4 Paper Spider
1/2 Ink of Juiblex
1/2 Swarm of Encyclopedia Volumes
1 Archivist, Clockwork
2 Apprentice Lumimancer
2 Firefighter,Clockwork
2 Palimpsest
3 Animated Arcane Guardian
3 Map Tapestry, Animated
3 Mimic, Study Desk
3 Ruin Rescuer Spirit
4 Manuscript-bound Maztican Warrior
4 Philosophical Discord
4 Thiromancer
5 Awakened Spellbook
5 Dead Loremaster
5 Ghost Librarian
5 Lumimancer
5 Ruin Warden
6 Fuming Effigy
7 Giant Globe
7 Lightscribe
7 Reflective Golem
9 Book Golem
9 Servant of the Binder
12 Runestone Golem
Bestiary
Animated Arcane Guardian Animated Arcane
An animated arcane guardian is an animated armor, wrapped
with potent magic scrolls of enchantment to stand guard in Guardian
various libraries and temples across Faerûn. Medium construct, unaligned
Lifeless Sentinels. Clad in plate armor, an animated arcane Armor Class 18 (natural armor)
guardian can also use the spells stored in the magical scrolls Hit Points 43 (7d8 + 12)
wrapped around its body as well as its heavy gauntlets to Speed 25ft.
attack its targets. Scrolls on an animated arcane guardian are
prepared and maintained by the library's spellcasting
caretakers. While some of these spells are offensive in STR DEX CON INT WIS CHA
nature, some also protect the guardian against magical 12 (+1) 10 (+0) 14 (+2) 1 (-5) 8 (-2) 12 (+1)
effects. These guardians obey the head of the library they are
stationed and defend the library and its contents against any Damage Immunities poison, psychic
kind of harm. Condition Immunities blinded, charmed, deafened,
Constructed Nature. An animated object doesn't require air, exhaustion,
frightened, paralyzed, petrified,
poisoned
food, drink, or sleep. Senses blindsight 60 ft. (blind beyond this radius),
passive Perception 8
Languages -
Challenge 3 (700 XP)

Antimagic Susceptibility. The guardian is


incapacitated while in the area of an antimagic field.
If targeted by dispel magic, the guardian must
succeed on a Constitution saving throw against the
caster's spell save DC or fall unconscious for 1
minute.
False Appearance. While the guardian remains
motionless, it is indistinguishable from a normal
suit of armor.
Innate Spellcasting. The guardian's spellcasting
ability is Charisma (spell save DC 11, +4 to hit with
spell attacks). The guardian can innately cast the
following spells, requiring only verbal components:
At will: light, shocking grasp

2/day: faerie fire

1/day: flame blade


Magic Resistance. The guardian has advantage on
saving throws against spells and other magical
effects.

Actions
Multiattack. The guardian makes two melee attacks.
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft .,
one target.
Hit: 4 (1d6 + 1) bludgeoning damage.

Spellcasting Variants
Depending on the scrolls wrapped on the guardian,
it can also cast other spells. These spells are usually
similar to the ones given in the stat block in terms
of power and potency.

4
Awakened Spellbook Awakened Spellbook
In some extraordinary cases, an old spellbook collecting dust Small construct, unaligned
in a forgotten bookcase can be “awakened” by achieving an
arcane sentience. Nobody exactly knows how can this Armor Class 15 (hardcover armor)
happen or even if it is a real phenomenon but it is said that an Hit Points 38 (11d6)
ancient spellbook that records many archaic and potent Speed fly 30 ft. (hover)
spells, incantations, and enchantments can awaken by itself
to act as a manifestation of the Weave.
STR DEX CON INT WIS CHA
Arcane Awakening. These spellbooks, awakened by stirrings 10 (+0) 10 (+0) 10 (+0) 12 (+1) 10 (+0) 15 (+2)
of arcane energy do not answer to any master and act on
their own. Some might carry on the passions of their long-
dead wizards, try to gather and copy more spells in a certain Damage Immunities poison, psychic
Damage Vulnerabilities fire
school of magic on their pages while others seem to act Damage Resistances bludgeoning from nonmagical
completely random, sometimes even violent as if moving attacks
through with an insane and uncontrollable overload of Condition Immunities blinded, charmed, deafened,
cabalistic energy. Some wizards spend years trying to find exhaustion, frightened, paralyzed, petrified,
awakened spellbooks to research them or to use them as poisoned
guardians in their towers and study halls. Senses blindsight 30 ft. (blind beyond this radius),
passive Perception 10
Books of Different Schools. An awakened spellbook can Languages -
have different types of magic spells stored in it depending on Challenge 5 (1,800 XP)
the wizard who originally owned the spellbook. As some
wizards specialize in certain magical schools such as False Appearance. While the spellbook remains
Evocation or Illusion, the awakened spellbook’s magical motionless, it is indistinguishable from a normal
repertoire can also specialize accordingly. book.
Constructed Nature. An animated object doesn't require air, Magic Resistance. The spellbook has advantage on
food, drink, or sleep. saving throws against spells and other magical
effects.
Innate Spellcasting. The spellbook's spellcasting
ability is Charisma (spell save DC 13, +5 to hit with
spell attacks). The spellbook can innately cast the
following spells stored in its pages, requiring no
material components:
At will: fire bolt, prestidigitation, ray of frost

Variant: Spellbook of Illusion 2/day each: fog cloud, magic missile, shield

An awakened spellbook that used to belong to a 1/day each: counterspell, fireball, lightning bolt
specialist wizard of illusion would contain the
following spells from the illusion spellschool Actions
instead of the ones in the normal stat block. Slam. Melee Weapon Attack: +3 to hit, reach 5ft.,
one target. Hit: 4 (1d6 + 1) bludgeoning damage.
At will: fire bolt, minor illusion, prestidigitation
2/day each: color spray, fog cloud, magic
missile
1/day each: counterspell, fear, lightning bolt

5
Clockwork Library Staff Firefighter,Clockwork
The clerics of Gond, especially gnome followers of the Medium construct, unaligned
invention deity, keep working on inventing new mechanical
constructs to improve people’s lives and clockworks are such Armor Class 13 (natural armor)
inventions. Hit Points 45 (7d8 +14)
Since their discovery, many organizations in Faerûn are Speed 30 ft.
curious about obtaining clockwork constructs but libraries
have been particularly keen and fast in acquiring them. Many
libraries use clockwork workers to sort out and organize STR DEX CON INT WIS CHA
books, tidy up bookshelves and even watch out for hazards 14 (+2) 14 (+2) 14 (+2) 8 (-1) 10 (+0) 7 (-2)
such as fires.
Constructed Nature. A clockwork doesn't require air, food, Skills Acrobatics +4, Athletics +4, Perception +4
drink, or sleep. Damage Resistances fire
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion,
Archivist, Clockwork frightened,
paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 14
Medium construct, unaligned Languages understands one language of its creator
but can't
speak
Armor Class 11 Challenge 2 (450 XP)
Hit Points 27 (6d8)
Speed 25 ft.
Detect Fire. The firefighter can sense the presence
and location of any fire within 120 feet of it.
STR DEX CON INT WIS CHA
Immutable Form. The firefighter is immune to any
12 (+1) 12 (+1) 10 (+0) 10 (+0) 12 (+1) 7 (-2) spell or effect that would alter its form.
Magic Resistance. The firefighter has advantage on
Skills Arcana +2, History +2, Perception +3, saving throws against spells and other magical
Religion +2 effects.
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, Self-Repairing. If the firefighter starts its turn with at
frightened,
paralyzed, petrified, poisoned least l hit point, it regains 4 (1d6+1) hit points. If it
Senses darkvision 60 ft., passive Perception 13 takes lightning damage, this ability doesn't function
Languages understands one language of its creator at the start of its next turn.
but can't
speak
Challenge 1 (200 XP) Actions
Fire Axe. Melee Weapon Attack: +4 to hit, reach 5
Immutable Form. The archivist is immune to any ft., one creature. Hit: 11 (2d8+2) slashing damage.
spell or effect that would alter its form.
Water Cannon. The firefighter uses its hand water
Magic Resistance. The archivist has advantage on cannon to shoot water in a 30-foot line that is 5
saving throws against spells and other magical feet wide. Any ongoing fire in that line is
effects. extinguished at the end of the firegihter's turn.
Self-Repairing. If the archivist starts its turn with at Each creature in that line must make a DC 13
least l hit point, it regains 3 (1d4+1) hit points. If it Dexterity saving throw. On a failure, a target takes
takes lightning damage, this ability doesn't function 18 (4d8) bludgeoning damage and, if it is Large or
at the start of its next turn. smaller, is pushed up to 10 feet away from the
firefighter and knocked prone. On a success, a
Actions target takes half the bludgeoning damage, but is
neither pushed nor knocked prone.
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 4 (1d6 + 1) bludgeoning damage. Reactions
Fire Alarm. When the firefighter detects smoke or
fire within 120 feet of itself, it emits an alarm
audible within 300 feet of it. The alarm continues
until the fire is extinguished or the creator of the
firefighter silences it.

6
Dead Loremaster
When unlucky explorers and adventurers disturb the long- Dead Loremaster
Medium undead, neutral evil
forgotten ruins of an ancient library, they hear the faint
lamentation of the dead loremaster. These relics of the past Armor Class 11 (14 with mage armor)
are the undead remnants of long-dead researchers and Hit Points 45 (10d8)
academics who died during the destruction of a library and Speed 30 ft.
stayed buried in it for ages. The trauma and terror they have
felt when they realized how much knowledge and lore will be
lost with the library’s destruction and their unfinished STR DEX CON INT WIS CHA
academic pursuits prevented these unlucky souls from 8 (-1) 13 (+1) 10 (+0) 15 (+2) 16 (+3) 12 (+1)
passing over.
Fury of the Dead. The dead loremaster feels hatred in the Saving Throws Int +5, Wis +6
presence of the living. They are furious about their unlucky Skills Arcana +5, History +8, Insight +6, Religion +6
fate and they want to get their revenge on life itself. These Damage Resistances necrotic; bludgeoning,
creatures have fueled their anger and resentment against the piercing, and
slashing from nonmagical attacks
that aren't silvered
living in the centuries they were left forgotten among the Damage Immunities poison
ruins. Their minds are mostly gone and unstable while their Condition Immunities exhaustion, poisoned
bodies are decayed and rotten. These undead wretches are Senses darkvision 60 ft., passive Perception 13
forever bound to the ruins of the library they died in and are Languages any four languages it knew in life
unable to venture more than five miles from there. Challenge 5 (1,800 XP)
Mint Condition Hoarders. These undead academics are
obsessed with the contents of the ruined library they are Detect Life. The loremaster can magically sense the
presence of living creatures inside the ruins of the
forced to unlive in. A dead loremaster knows which tomes library it haunts.
and scrolls lie in the ruins with it and always looks for
opportunities to add more books to its collection, usually Spellcasting. The loremaster is a 7th-level
taking them from the dead bodies of adventurers. spellcaster. Its spellcasting ability is Wisdom (spell
save DC 14, +6 to hit with spell attacks). The
Undead Nature. A ghost doesn't require air, food, drink, or loremaster has the following spells prepared:
sleep.
Cantrips (at will): fire bolt, mage hand,
prestidigitation, shocking grasp

1st level (4 slots): comprehend languages, detect


magic, mage armor, magic
missile

2nd level (3 slots): detect thoughts, mirror image,


hold person

3rd level (3 slots): bestow curse, counterspell,


lightning bolt

4th level (1 slot): blight


Sunlight Sensitivity. While in sunlight, the loremaster
has disadvantage
on attack rolls, as well as on
Wisdom (Perception) checks
that rely on sight.

Actions
Dagger. Melee or Ranged Weapon Attack: +4 to hit,
reach 5 ft. or
range 20/60 ft. , one target. Hit: 3
(1d4 + 1) piercing damage.
Life Drain. Melee Weapon Attack: +4 to hit, reach 5
ft., one creature. Hit: 8 (2d6 + 1) necrotic damage.
The target must succeed on a DC 15 Constitution
saving throw or its hit point maximum is reduced
by an amount equal to the damage taken. This
reduction lasts until the target finishes a long rest.
The target dies if this effect reduces its hit point
maximum to 0. A humanoid slain by this attack
rises 24 hours later as a zombie under the
loremaster's control, unless the humanoid is
restored to life or its body is destroyed. The
loremaster can have no more than twelve zombies
under its control at one time.

7
Ghost Librarian
A ghost librarian is the soul of one of the once-living staff of
the library that has been prevented from passing to the
afterlife for some reason and now haunts the library,
wandering among the bookshelves, sometimes aiding
researchers and sometimes hiding books from them. One
thing a ghost librarian can't tolerate is, researchers being
loud and disrespectful in the library.
Unfinished Research. A ghost librarian yearns to complete
an unfinished task from its past life such as finishing reading
a research paper, writing a manuscript, or solving an ancient
mystery.
Undead Nature. A ghost doesn't require air, food, drink, or
sleep.

Ghost, Librarian Horrifying Visage. Each non-undead creature within 60


ft. of the ghost that can see it must succeed on a DC
Medium undead, any alignment
14 Wisdom saving throw or be frightened for 1
Armor Class 11 minute. If the save fails by 5 or more, the target also
Hit Points 54 (12d8) ages 1d4 x 10 years. A frightened target can repeat the
Speed 0 ft., fly 40 ft. It can hover. saving throw at the end of each of its turns, ending the
frightened condition on itself on a success. If a target's
saving throw is successful or the effect ends for it, the
STR DEX CON INT WIS CHA target is immune to this ghost's Horrifying Visage for
the next 24 hours. The aging effect can be reversed
7 (-2) 13 (+1) 10 (+0) 14 (+2) 12 (+1) 17 (+3)
with a greater restoration spell, but only within 24
hours of it occurring.
Skills Arcana +5, History +8, Insight +4, Investigation
+5, Nature +5, Religion +5 Possession (Recharge 6). One humanoid that the ghost
Damage Resistances acid, fire, lightning, thunder; can see within 5 ft. of it must succeed on a DC 15
bludgeoning, piercing, and slashing from nonmagical Charisma saving throw or be possessed by the ghost;
attacks the ghost then disappears, and the target is
Damage Immunities cold, necrotic, poison incapacitated and loses control of its body. The ghost
Condition Immunities charmed, exhaustion, frightened, now controls the body but doesn't deprive the target
grappled, paralyzed, petrified, poisoned, prone, of awareness. The ghost can't be targeted by any attack,
restrained spell, or other effect, except ones that turn undead, and
Senses darkvision 60 ft., passive Perception 11 it retains its alignment, Intelligence, Wisdom, Charisma,
Languages any languages it knew in life and immunity to being charmed and frightened. It
Challenge 5 (1,800 XP) otherwise uses the possessed target's statistics, but
doesn't gain access to the target's knowledge, class
Ethereal Sight. The ghost can see 60 ft. into the Ethereal features, or proficiencies. The possession lasts until the
Plane when it is on the Material Plane, and vice versa. body drops to 0 hit points, the ghost ends it as a bonus
action, or the ghost is turned or forced out by an effect
Incorporeal Movement. The ghost can move through like the dispel evil and good spell. When the
other creatures and objects as if they were difficult possession ends, the ghost reappears in an unoccupied
terrain. It takes 5 (1d10) force damage if it ends its space within 5 ft. of the body. The target is immune to
turn inside an object. this ghost's Possession for 24 hours after succeeding
on the saving throw or after the possession ends.
Scholar Intuition. The ghost can add its Intelligence
modifier to its initiative rolls. Reactions
Actions Librarian Shush (1/Day). When a creature that the ghost
can see casts a spell that includes a verbal component,
Withering Touch. Melee Weapon Attack: +6 to hit, the ghost can use its reaction to shush and silence the
reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic spellcaster interrupting the casting, similar to the
damage. effects of the silence spell.
Etherealness. The ghost enters the Ethereal Plane from
the Material Plane, or vice versa. It is visible on the
Material Plane while it is in the Border Ethereal, and
vice versa, yet it can't affect or be affected by anything
on the other plane.

8
Giant Globe Giant Globe
Giant map globes, representing the world are starting to get Huge construct, unaligned.
popular in many libraries throughout Faerûn. Thanks to
recent geographical discoveries and improved mapping Armor Class 15 (natural armor)
techniques, many sages, loremasters, and explorers are Hit Points 126 (11d12 + 55)
preferring to use globes instead of paper maps to represent Speed 10 ft. (30ft. when rolling, 60ft. rolling
and study the shape of the world. But some years ago, this downhill)
was not the case. It took a lot of time to convince people that
a globe is a better representation of the spherical world. The STR DEX CON INT WIS CHA
pioneers in using globe maps were ridiculed among their
fellow geographers and academics. Some claimed that globes 22 (+6) 8 (-1) 20 (+5) 3 (-4) 10 (+0) 1 (-5)
were useless because there were major parts of the globe
that were unexplored and simply labeled as terra incognita, Damage Immunities poison, psychic
while a loud minority claimed the world was flat and a Damage Resistances bludgeoning, piercing, and
spherical map was absurd. slashing from nonmagical weapons.
Condition Immunities blinded, charmed, deafened,
Academic Revenge. Some of the pioneer crafters of global exhaustion, frightened, paralyzed, petrified,
world maps were very resentful against their fellow poisoned, prone.
professors and couldn’t handle the ridicule and criticism well. Senses blindsight 60 ft. (blind beyond this radius),
They were determined to shut up those who claimed a globe passive Perception 10
map was useless or those who insisted that the world was Languages -
flat. These pioneers crafted and imbued their creations with Challenge 7 (2,900 XP)
potent magic to follow their orders and take revenge as
animated objects. There have been several mysterious Antimagic Susceptibility. The globe is incapacitated
while in the area of an antimagic field. If targeted by
accidents in libraries throughout the world that involved a dispel magic, the globe must succeed on a
giant globe crushing a professor to death, who was Constitution saving throw against the caster's spell
coincidentally a Flat-Earther. save DC or fall unconscious for 1 minute.
Forgotten Relics. Nowadays, with the popularization of False Appearance. While the globe remains
using globes as maps in major libraries, the magically motionless, it is indistinguishable from a normal
animated giant globes are considered as a myth and joke map globe.
among scholars. But, in a few libraries, there are forgotten
giant globes full of strong magic, just waiting for a command Rolling Charge. If the giant globe rolls at least 20
from their long-dead creators, and sometimes these objects feet straight toward a target and then hits it with a
slam attack on the same turn, the target takes an
may start acting on their own…to punish those who ridicule extra 13 (2d12) bludgeoning damage. If the target
new theories and inventions. is a creature, it must succeed on a DC 15 Strength
Constructed Nature. An animated object doesn't require air, saving throw or be knocked prone.
food, drink, or sleep. Actions
Slam. Melee Weapon Attack: +9 to hit, reach 5 ft .,
one target. Hit: 19 (2d12 + 6) bludgeoning
damage.
Animate Map Projections. The giant globe magically
animates up to two map tapestries it can see within
60 feet of it. Map tapestries animated by the giant
globe have the same statistics like those of a
regular animated map tapestry. A map tapestry
remains animated for 1 minute before giant globe's
stored magic for animating maps is depleted.

9
Golem, Book
A book golem is a collection of tomes stacked in the shape of
a giant and bound together with arcane energy. These golems
are created by loremasters and spellcaster librarians to stand
guard in libraries. Some are also known to be used by
solitary mages as sentinels in their towers. These construct
servants exist to follow their creator's orders. If not given any
other order, a book golem would continue guarding the secret
vaults containing priceless scrolls and books or even ruined
libraries long after the death of its creator.
Some rumors claim that there are “wild” book golems that
are “born” out of the collective knowledge and lore contained
in a very large book pile on its own and that they jealously
guard the knowledge found in them against anyone.
Hardcover Fists & Arcane Tricks. Book golems possess
astonishing strength and durability along with the ability to
cast spells against their targets. These golems can harvest
the arcane energies stored in the spellbooks that
compromise their body and touch the Weave to manifest
spells and other magical effects. Some mages prefer creating
a book golem using only spellbooks to amplify their magical
strength while others prefer more sturdy tomes to make their
golems tougher.
Constructed Nature. A golem doesn't require air, food, drink,
or sleep.

Book Golem Magic Resistance. The golem has advantage on saving


throws against spells and other magical effects.
Large construct, unaligned
Magic Weapons. The golem's weapon attacks are
Armor Class 15 (natural armor) magical.
Hit Points 136 (13d10 + 65)
Speed 30 ft. Innate Spellcasting. The golem's innate spellcasting
ability is Wisdom (spell save DC 14, +6 to hit with spell
attacks). It can innately cast the following spells,
STR DEX CON INT WIS CHA requiring no material components:
20 (+5) 10 (+0) 20 (+5) 8 (-1) 14 (+2) 5 (-3) At will: alarm, detect magic, magic missile, ray of frost
2/day each: blur, counterspell, hold person, shatter
Damage Vulnerabilities fire 1/day each: confusion, power word stun
Damage Immunities poison, psychic; bludgeoning,
piercing, and slashing from non magical weapons Actions
that aren't adamantine Multiattack. The golem makes two slam attacks.
Condition Immunities charmed, exhaustion, frightened,
paralyzed, petrified, poisoned Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one
Senses darkvision 120 ft., passive Perception 12 target. Hit: 16 (2d10 + 5) bludgeoning damage.
Languages understands the languages of its creator but Animate Books (1/Day). The golem magically animates
can't speak one or two piles of books it can see within 60 feet of
Challenge 9 (5,000 XP) it. These animated book piles have the same statistics
as a Swarm of Encyclopedia Volumes. These animated
Aversion of Fire. If the golem takes fire damage, it has swarms act as an ally of the golem. A swarm remains
disadvantage on attack rolls and ability checks until the animate for 1 day or until it is destroyed; until the
end of its next turn. golem is destroyed or is more than 120 feet from the
swarm; or until the golem takes a bonus action to turn
Immutable Form. The golem is immune to any spell or it back into an inanimate pile of books.
effect that would alter its form.

10
Golem, Runestone
A runestone is a raised stone with a runic inscription that is Runestone Golem
Large construct, unaligned
often placed as memorials to the dead. It is believed that the
tradition was passed from Giants to humans ages ago. The Armor Class 17 (natural armor)
tradition of raising stones that had runic inscriptions first Hit Points 207 (18d10 + 108)
appeared among the Uthgardt tribes of the North but there Speed 30 ft.
are also similar practices observed among the barbarian
tribes of the Icewind Dale and the Northmen of the
Moonshae Isles. Runestone inscriptions also include magical STR DEX CON INT WIS CHA
rune wards and other arcane symbols and glyphs. 22 (+6) 10 (+0) 22 (+6) 5 (-3) 13 (+1) 3 (-4)
Runic Juggernauts. A runestone golem is a rare magical Damage Immunities lightning, poison, psychic;
construct consisting of a raised runestone as its body. These bludgeoning, piercing, and slashing from non
golems can have great variety in shape and form due to the magical weapons that aren't adamantine
different shapes of the runestones used in creating them. Condition Immunities charmed, exhaustion,
Most bear humanoid features that resemble giants. They are frightened, paralyzed, petrified, poisoned
similar to stone golems in strength and durability but they Senses darkvision 120 ft., passive Perception 11
have much more potent arcane energies stored in them. Languages understands the languages of its creator
Runestone golems can unleash spells stored in the runes but
can't speak
covering their rocky bodies and they can also strongly Challenge 12 (8,400 XP)
manipulate the ebb and flow of time itself.
False Appearance. While the golem is hibernating, it
Hibernating Relics. A runestone golem is usually created to is indistinguishable from a runestone totem.
guard sacred sites and barrows of barbarian tribes. Once
they receive their order and placed on a site, they can Immutable Form. The golem is immune to any spell
continue their watch for all the eternity, but, due to the nature or effect that would alter its form.
of the runes carved on their stone bodies, after centuries of Lightning Absorption. Whenever the golem is
service they require a sort of rest to restore the arcane subjected to lightning damage, it takes no damage
energies that fuel their inner runic magic and go into and instead regains a number of hit points equal to
hibernation. While in hibernation, they are often mistaken for the lightning damage dealt.
rune-totems and stone statues with myths and lore carved on Magic Resistance. The golem has advantage on
them, and sometimes they are taken by a curious loremaster saving throws against spells and other magical
back to a library to be researched further and sometimes effects.
even put on display in royal museums. There is a known Magic Weapons. The golem's weapon attacks are
incident where a hibernating runestone golem woke up magical.
inside a library and started to destroy anything and anyone
that stand in its path. Innate Runic Spellcasting. The golem's innate
spellcasting ability is Wisdom (spell save DC 13, +5
Constructed Nature. A golem doesn't require air, food, or to hit with spell attacks). It can innately cast the
drink. following spells stored in its runes, requiring no
material components:

At will: magic missile, shocking grasp

2/day each: call lightning, lightning bolt

1/day each: cone of cold, fire shield

Actions
Multiattack. The golem makes two slam attacks.
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft.,
one target. Hit: 19 (3d8 + 6) bludgeoning damage.
Slow (Recharge 4-6). The golem targets one or more
creatures it can see within 10 feet of it. Each target
must make a DC 18 Wisdom saving throw against
this magic. On a failed save, a target can't use
reactions, its speed is halved, and it can't make
more than one attack on its turn. In addition, the
target can take either an action or a bonus action
on its turn, not both. These effects last for 1
minute. A target can repeat the saving throw at the
end of each of its turns, ending the effect on itself
on a success.

11
Ink of Juiblex
Juiblex the Slime Lord is an alien entity, known for spawning Ink of Juiblex
Tiny ooze, unaligned
the evil oozes found throughout the Realms. This Demon
Lord of Ooze is said to see and know what its slithering Armor Class 8
minions see and encounter. Incurably disturbed and Hit Points 16 (3d4 + 9)
delusional cultists of Juiblex attempt to infiltrate libraries and Speed 10 ft., climb 10 ft.
other centers of learning to gain information and knowledge
that is otherwise out of their reach. They hide a tiny, dark,
malignant ooze known as the Ink of Juiblex into an ordinary STR DEX CON INT WIS CHA
inkwell in one of the study rooms to be used by the 12 (+1) 6 (-2) 16 (+3) 6 (-2) 8 (-1) 2 (- 4)
unsuspecting scribes and researchers. Any information
written by this ink is instantly known by the cultists of Juiblex. Skills Perception +3, Stealth +2
Damage Resistances acid, bludgeoning, piercing,
Sinister Slime. The ink of Juiblex is also sometimes used as and
slashing that is nonmagical
a sabotaging weapon to destroy certain tomes or scrolls in a Damage Immunities poison
library. This tiny ooze can smear acid to corrode and destroy Condition Immunities blinded, charmed, deafened,
any paper it wishes to. There is also at least one known exhaustion,
frightened, prone
incident that happened in the Underdark, where the Ink was Senses blindsight 30 ft. (blind beyond this radius),
used to assassinate an apprentice drow mage known to passive Perception 13
frequent one section of a library by planting the ooze there. Languages -
Challenge 1/2 (100 XP)
Ooze Nature. An ooze doesn't require sleep.
Amorphous. The ooze can move through a space as
narrow as
1 inch wide without squeezing.
False Appearance. While the ooze remains
motionless, it is indistinguishable from regular ink.
Spider Climb. The ooze can climb difficult surfaces,
including upside down on ceilings, without needing
to make an ability check.

Actions
Pseudopod. Melee Weapon Attack: +3 to hit, reach
5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning
damage plus 2 (1d4) acid damage.

Reactions
Melt Paper. When a creature makes an attack
against the ooze using a spell scroll, if the attacker
is within 10 feet of the ooze and the ooze can see
the attacker, the ooze can splash acid on the scroll
to melt it before the spell is cast.
The attacker must succeed on a
DC 13 Dexterity
saving throw to avoid the acid. On a failed save the
attacker's spell scroll is destroyed before the spell
can be cast.

12
Library Cat
Library cats are domesticated cats that live in both public and Library Cat
Tiny beast, unaligned
private libraries (such as the Candlekeep Library) and
temples with extensive book and scroll collections such as Armor Class 12
the temples of Oghma (The Silent Room in Suzail, Cormyr Hit Points 2 (1d4)
for example) and Deneir across Faerûn. The relationship Speed 40ft., climb 30ft.
between cats and libraries is centuries old as the librarians
keep cats in libraries to control rats that might otherwise eat
valuable manuscripts. STR DEX CON INT WIS CHA
Kitten Scholars. Priests of Deneir usually claim that there 3 (-4) 15 (+2) 10 (+1) 5 (-3) 14 (+2) 7 (-2)
are great benefits of having cats in libraries. These librarian
cats have been used to befriend patrons, boost librarian and Skills Perception +4, Stealth +4
scholar morale, and inspire reading and literacy among the Senses passive Perception 14
common people. The presence of a cat in the library can Languages -
create a relaxed and comfortable environment and ease daily Challenge 0 (10 XP)
stress for patrons, scholars, acolytes, and librarians alike,
without the typically disruptive loud noises other animals Keen Smell. The cat has advantage on Wisdom
(Perception)
checks that rely on smell.
such as dogs may produce. The independent character of the
cats also suits the liberal intellectual atmosphere of the Library Camouflage. The cat has advantage on
libraries, and since cats don’t require much maintenance or Dexterity (Stealth) checks made while in the library,
intensive care they get along well with the usually busy and hiding among piles of books and scrolls.
preoccupied intellectual characters who frequent libraries Purrofessor's Intuition. Spending time with the
and temples. library cat while researching and studying, can help
Prophet Cats. Libraries and the temples belonging to the a character find what it is looking for faster. Either
Deities of Knowledge and Invention usually compete with through the calm and relaxed environment created
each other to draw more patrons and receive more by the purring cat or the sheer luck of finding a
long-forgotten book the character is looking for
donations. Sometimes a library cat becomes the subject of a under the sleeping cat, the characters who take
local street legend, claiming that if you spend enough time care of a library cat during studying have 20% more
with the cat, she will bring you the tome or scroll you need chance to find what they are looking for each day.
for your research or if you learn to read the cat’s movements
and follow her, you will find the lost knowledge you are Spray. There is a 10% chance that a magical scroll
looking for in the library. Many libraries jump on these or spellbook located in one of the cat’s favorite
legends to use them as marketing campaigns to draw patrons hangouts in the library to be corrupted due to cat
all over the world. spray. On non-magical books and scrolls, the cat
spray only causes a terrible yellow stickiness and a
reek, but it is known that, rarely the cat’s spray can
corrupt and break the magical information or
enchantments on a paper such as a spellbook or a
spell scroll.

Actions
Claws. Melee Weapon Attack: +0 to hit, reach 5 ft.,
one target. Hit: 1 slashing damage.

13
Manuscript-bound Manuscript-bound
Maztican Warrior Maztican Warrior
When Maztica was discovered by Amnian explorers led by Medium undead, any alignment
Captain Cordell and the Golden Legion in 1361 DR, Amn
was quick to lay its claim to the land. Many people from Amn, Armor Class 14
especially followers of the deity Helm migrated to the new- Hit Points 71 (13d8 + 13)
found Maztican colonies. The native peoples of Maztica were Speed 30 ft.
devastated by diseases brought by the foreign colonists and
the merciless conquests of the invaders. The land itself was
exploited by the merchants of Amn and many riches were STR DEX CON INT WIS CHA
sent back from Maztica to Faerûn. 14 (+2) 18 (+4) 12 (+1) 10 (+0) 16 (+3) 12 (+1)
Spirits of Vengeance. Included in the many treasures sent to
Faerûn were ancient manuscripts and religious texts of the Skills Acrobatics +6, Athletics +4, Nature +2,
native Mazticans. It is said that, in one of these manuscripts, Perception +5, Stealth +6
lies the bound spirit of Maztican warriors. These warriors Damage Resistances bludgeoning,
piercing, and
were slain while defending their tribe and somehow their slashing from non magical weapons
angry spirits were bound within the tribe’s sacred texts. Damage Immunities necrotic, poison
Spirits of these warriors sleep inside the sacred scroll, Condition Immunities charmed, exhaustion,
waiting for the right moment to be read by an unsuspecting poisoned
scholar or adventurer to come back to life and exact Senses darkvision 60 ft., passive Perception 15
vengeance against those who wronged their people. Driven Languages any languages it knew in life
Challenge 4 (1,100 XP)
by their thirst for vengeance, these spirits are bloody-minded
and don’t care who stands in their way. Although not evil in Shapechanger. The spirit warrior can use its action
life, these undead beings are now blinded by their hate and to polymorph
into a Medium jaguar, or back into its
do not differentiate between innocent and guilty. true form. Its statistics are the same in each form.
Many libraries across Faerûn contain such texts, scrolls, Any equipment it is wearing or carrying isn't
and manuscripts brought from Maztica and nobody suspects transformed. It reverts to its true form if it dies.
that they are infused with angry spirits.
Undead Nature. A spirit warrior doesn't require air, food, Pack Tactics. The spirit warrior has advantage on an
drink, or sleep. attack roll against a creature if at least one of its
allies is within 5 feet of the creature and the ally
isn't incapacitated.
Pounce (Jaguar Form Only). If the jaguar moves at
least 15 feet straight toward a creature and then
hits it with a claw attack on the same turn, that
target must succeed on a DC 14 Strength saving
throw or be knocked prone. If the target is prone,
the jaguar can make one
bite attack against it as a
bonus action.
Reckless. At the start of its turn, the spirit warrior
can gain advantage on all melee weapon attack rolls
during that turn, but attack rolls against it have
advantage until the start of its next turn.

Actions
Multiattack. In humanoid form, the spirit warrior
makes two club attacks. In jaguar form, it can make
one claw and one bite attack.
Bite (Jaguar Form Only). Melee Weapon Attack: +6
to hit, reach 5 ft ., one target. Hit: 9 (1d10 + 4)
piercing damage.
Claw (Jaguar Form Only). Melee Weapon Attack: +6
to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4)
slashing damage.
Spiked Obsidian Club (Humanoid Form Only). Melee
Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 8 (1d8 + 4) bludgeoning damage plus 7 (1d6
+ 4) piercing damage.

14
Map Tapestries throughout the World. Map tapestries
Map Tapestry from western Faerûn, especially from Cormyr, are normally
A map tapestry is a kind of textile art, traditionally woven by made to be seen only from one side, include important
hand on a loom, depicting a regional or local map. Most map geographical and political details, and often have a plain
tapestries are designed to hang vertically on a wall in a ruler lining added on the back. However, in other traditions, such
or commander’s chambers (or sometimes in the tents of war- as Shou Lung in Kara-Tur and that of Pre-Amnian Maztica,
chiefs and warlords), or sometimes horizontally over a piece map tapestries are crafted in such a way that allows them to
of furniture such as a table for studying geography and be seen from both sides and they usually include many
movements of an army. Many libraries across Faerûn have vibrant colours and delicate calligraphies. Most weavers use
rich collections of map tapestries, both historic and modern. a natural warp thread, such as wool, linen, or cotton. The weft
threads are usually wool or cotton but may include silk, gold,
Constructed Nature. An animated object doesn't require air, silver, or other alternatives depending on the status of the
food, drink, or sleep. crafter’s patron
Sinister Guardians. It is known that some wizards and
rulers choose innocent-looking ordinary objects such as
tapestries or rugs in their chambers, to enchant them with
powerful magic for using as animated objects against
unwanted guests and would-be thieves. In rare cases, an
animated map tapestry is disguised as a map of teleportation,
yet when a character touches the map to use it for
teleporting, the animated map tapestry treacherously starts
smothering its victim.

Hidden between the woven textile, a map tapestry stores


arcane enchantments that allow it to focus the elements
represented on the map unto its targets. A map that includes
large bodies of water can call forth the element of water
during combat or a map that depicts a tundra can use its
arcane energy to blast forth a cold wave to freeze its targets.
Even maps with volcanoes depicted on them are known to
have small lava eruptions arising from the mountain symbol
on the tapestry to burn its unsuspecting victims.

Map Tapestry, Animated Actions


Large construct, unaligned Smother. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one Medium or smaller creature. Hit: The creature is
Armor Class 12
grappled (escape DC 13). Until this grapple ends, the
Hit Points 52 (8d10 + 8)
target is restrained, blinded, and at risk of suffocating,
Speed 10ft.
and the tapestry can't smother another target. In
addition, at the start of each of the target's turns, the
STR DEX CON INT WIS CHA target takes 9 (2d6 + 2) bludgeoning damage.
15 (+2) 14 (+2) 13 (+1) 2 (-5) 4 (-3) 1 (-5) Summon Elements (Recharge 5-6). The tapestry can
summon elements depending on the regions depicted
Damage Immunities poison, psychic on the map.
Condition Immunities blinded, charmed, deafened, 1. Cold. The tapestry emits a 15-foot cone of cold air. Each
frightened,
paralyzed, petrified, poisoned creature in that area must succeed on a DC 13 Dexterity
Senses blindsight 60 ft. (blind beyond this radius), saving throw, taking 13 (3d8) cold damage on a failed
passive Perception 7 save, or half as much damage on a successful one.
Languages - 2. Lava. 15-foot cone of molten lava is erupted from the
Challenge 3 (700 XP)
tapestry. Each creature in that area must succeed on a DC
13 Dexterity saving throw, taking 13 (3d8) fire damage
Antimagic Susceptibility. The tapestry is incapacitated
on a failed save, or half as much damage on a successful
while in the area of an antimagic field. If targeted by
one.
dispel magic, the tapestry must succeed on a
3. Sand. Blinding sand swirls magically around the map
Constitution saving throw against the caster's spell
tapestry. Each creature within 5 feet must succeed on a
save DC or fall unconscious for 1 minute.
DC 13 Constitution saving throw or be blinded until the
Damage Transfer. While it is grappling a creature, the end of the creature's next turn.
tapestry takes only half the damage dealt to it, and the 4. Water. The tapestry magically shoots a water jet in a 60-
creature grappled by the tapestry takes the other half. foot line that is 5 feet wide. Each creature in that line
False Appearance. While the tapestry remains must succeed on a DC 13 Dexterity saving throw, taking
motionless, it is indistinguishable from a normal map 13 (3d8) bludgeoning damage and knocked prone on a
tapestry. failed save, or half as much damage on a successful one.
15
Mimic, Study Desk
Mimic, Study Desk A study desk mimic is a rare, strange, and deadly creature
Large monstrosity (shapechanger), neutral
that can be found in ancient libraries, ruins of wizard’s
Armor Class 13 (natural armor)
towers, or other forgotten places. It is said that study desk
Hit Points 75 (10d10 + 20) mimics were created by long-dead wizards to guard their
Speed 30 ft. hidden treasures of arcane knowledge.
Guardians of Old Knowledge. A study desk mimic can
STR DEX CON INT WIS CHA hibernate and stay dormant for decades, acting as an
ordinary desk while people who are allowed in the wizard’s
18 (+4) 10 (+0) 15 (+2) 6 (-2) 13 (+1) 8 (-1) tower, study hall, or library the mimic is located are using it.
Only to surprise an unsuspecting and unwanted researcher
Skills Stealth +4 or an adventurer when they are using the desk by adhering
Damage Immunities acid them on the desk’s surface and lashing out with its heavy
Condition Immunities prone
Senses darkvision 60 ft., passive Perception 11
pseudopods and biting with its drawer with razor-sharp teeth.
Languages -
Challenge 3 (700 XP)

Shapechanger. The mimic can use its action to


polymorph into an object or back into its true,
amorphous form. Its statistics are the same in each
form. Any equipment it is wearing or
carrying isn't
transformed. It reverts to its true form if it dies.
Adhesive (Object Form Only). The mimic adheres to
anything that touches it. A Huge or smaller creature
adhered to the mimic is also grappled by it (escape
DC 13). Ability checks made to escape this grapple
have disadvantage.
False Appearance (Object Form Only). While the
mimic remains motionless, it is indistinguishable
from an ordinary study desk.
Charge. (Object Form Only). If the mimic moves at
least 20 feet straight toward a target and then hits
it with a ram attack on the same turn, the target
takes an extra 9 (2d8) bludgeoning damage. If the
target is a creature, it must succeed on a DC 13
Strength saving throw or be knocked prone.

Actions
Multiattack. The mimic makes two attacks, either
with its pseudopods or biting drawer.
Pseudopod (Table Leg in Object Form). Melee
Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 9 (1d10 + 4) bludgeoning damage. If the
mimic is in object form, the target is subjected to
its Adhesive trait.
Bite (Biting Drawer in Object Form). Melee Weapon
Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8
+ 4) piercing damage plus 4 (1d8) acid damage.
Ram. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 15 (2d10 + 4) bludgeoning
damage.

16
Monstrous Monster Manual
A monster manual is an illustrated bestiary that collects Monstrous Monster
much information and lore on various monsters, beasts, and
creatures. Some of these tomes offer a general variety of
Manual
Tiny monstrosity, neutral evil
information while others are more specialized on certain
types of creatures such as aberrations or dragons. One of the Armor Class 13 (hardcover armor)
best examples of a top-quality monster manual is the “Volo’s Hit Points 14 (4d4 + 4)
Guide to Monsters,” written by the esteemed loremaster Speed 10 ft., fly 30 ft. (hover)
Volothamp Geddarm.
Action-packed Page-turners. A monstrous monster manual STR DEX CON INT WIS CHA
is such a bestiary that gained vicious sentience through 12 (+1) 8 (-1) 12 (+1) 4 (-3) 10 (+0) 6 (-2)
unknown procedures or influences. Some claim that the
collection of forbidden lore on alien creatures such as Skills Perception +2
horrible aberrations or otherworldly demons sparkles some Damage Immunities poison, psychic
kind of arcane spark in the Weave and causes the book itself Damage Vulnerabilities fire
to become a monster similar to its content, while others Damage Resistances bludgeoning from nonmagical
simply state that these monstrous tomes are creations of evil attacks
wizards to keep their libraries guarded against intruders. Condition Immunities blinded, charmed, deafened,
exhaustion,
frightened, paralyzed, petrified,
Near Mint Monsters. These monster books do not require poisoned
air, food, drink, or sleep and they guard the information on Senses blindsight 30 ft. (blind beyond this radius),
their pages jealously against anyone who tries to read them. passive Perception 12
Usually bound to a specific section of a library or a bookcase, Languages -
these creatures are vile horrors that enjoy attacking Challenge 1/4 (50 XP)
unsuspecting targets. Many inexperienced loremasters and
academicians have lost their fingers to the razor-sharp teeth Ambusher. The monster manual has advantage on
hidden under the covers of a monstrous monster manual. attack rolls against any creature it has surprised.
False Appearance. While the monster manual
remains motionless, it is indistinguishable from a
scary looking normal tome.

Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5ft.,
one target. Hit: 5 (1d8 + 1) piercing damage.
Slam. Melee Weapon Attack: +3 to hit, reach 5ft.,
one target. Hit: 4 (1d6 + 1) bludgeoning damage.

Reactions
Animated Attack. If the monster manual is
motionless and a creature grabs hold of it, the
monster manual makes a Dexterity check contested
by the creature's Strength check. If the monster
manual wins the contest, it flies out of the
creature's grasp and makes a melee attack against it
with advantage on the attack roll.

17
Palimpsest
A palimpsest, is a manuscript page, either from a scroll or a Palimpsest
Small monstrosity, neutral
tome, from which the text has been scraped or washed off so
that the page can be reused for another recording other Armor Class 10
information for other documents. When these sheets are Hit Points 44 (8d6 + 16)
used for storing magical information such as runes or arcane Speed 10 ft., fly 10 ft. (hover)
spells they can be animated by all the arcane energy
contained in them for decades and become semi-sentient.
STR DEX CON INT WIS CHA
Carnivorous Parchments. Palimpsests can move slithering 1 (-5) 10 (+0) 14 (+2) 13 (+1) 12 (+1) 8 (-1)
from shelf to shelf and even hovering from desk to desk as if
blown by a gentle breeze. They are normally Skills Arcana +3, Perception +3, Stealth +4
indistinguishable from ordinary scrolls when they are not Damage Immunities fire
moving. These awakened parchments usually hide among Damage Vulnerabilities lightning
tomes, scroll cases, and bookcases, waiting silently for the Damage Resistances piercing, slashing
right moment to strike. They are expert ambushers. When it Condition Immunities blinded, deafened, petrified,
finds a solitary target, (usually a scribe taking notes or a prone
researcher reading in the library) the palimpsest attempts to Senses blindsight 60 ft. (blind beyond this radius),
absorb it. Absorbed creatures appear as sketches and passive Perception 13
illustrations drawn on the palimpsest such as an Languages -
unsuspecting scribe screaming for help. After it completely Challenge 2 (450 XP)
absorbs its target, the palimpsest starts draining its life
energy and eventually kills the target. Applying lightning Ambusher. The palimpsest has advantage on attack
damage to the parchment can release the absorbed rolls against any creature it has surprised.
creatures, yet if the palimpsest dies with a creature absorbed
in it, the victim can only be brought back to life with a wish False Appearance. While the palimpsest remains
motionless, it is indistinguishable from an ordinary
spell. parchment.
Treacherous Lore. Some loremasters claim that palimpsests Lightning Release. Lightning damage can force the
reproduce by splitting themselves into two when they are palimpsest to release an absorbed creature. When
located in a large library and absorbed enough life force. hit by lightning damage, the palimpsest must
There are unreliable reports and rumors of entire false succeed on a DC 10 Wisdom saving throw or
libraries made up of palimpsests and many old folklore tales release the creature it has absorbed. Any lightning
warn against books with very enticing titles such as damage it receives while in the process of
“Elminster’s Guide to Everything” or “Sune Followers’ Bodily absorbing a target abruptly ends the absorption.
Health Codex,” as being covers for palimpsests to lure Actions
victims.
Paper Cut. Melee Weapon Attack: +2 to hit, reach 5
ft., one creature. Hit: 18 (4d8) slashing damage and
the target is grappled (escape DC 13) and
restrained until the grapple
ends.
Absorb (Recharge 4-6). The palimpsest makes one
paper cut attack against a creature it is grappling. If
the attack hits, the creature takes the normal paper
cut damage and also starts getting absorbed into
the palimpsest as a drawn illustration on the
parchment. Absorption lasts until the end of the
palimpsest's next turn. A creature in the process of
being absorbed, can try to escape by taking an
action to make a DC 13 Wisdom check. On a
success, the creature escapes and enters a space of
its choice within 5 feet of the palimpsest.
While absorbed, the creature is blinded, deafened
and restrained in terror, it has total cover against
attacks and other effects outside the palimpsest
and it can't communicate or take any action until
released. The palimpsest can only absorb one
creature every 24 hours.

18
Paper Spiders of Cheth Rrhinn
In the deep, dark caverns of the Underdark lies the purple
and green hazy cradle of deceit and chaos, the cities of the
dark elves. In the ruthless society of the drow, secrecy and Paper Spider
treachery always go hand in hand. Over the ages, many drow Tiny construct, unaligned
has sought ways to gain the upper hand in their ever-
continuing dance of deception. Tiny paper-made constructs Armor Class 12
are one of those smart inventions. Hit Points 7 (3d4)
Speed 20ft., climb 20 ft.
Spies & Guards. Cheth Rrhinn is one of these cities. This
city is known for its extensive and magnificent libraries along STR DEX CON INT WIS CHA
with powerful arcane schools. Mages of Cheth Rrhinn
recently took an interest in the art of papercraft. One of the 1 (-5) 14 (+2) 10 (+0) 3 (-4) 10 (+0) 1 (-5)
most interesting products of their curious tinkering is the
stealthy and sinister paper spider. Skills Perception +2, Stealth +4
These paper spiders are used both as spies and as secret Damage Immunities poison, psychic
guardians. They are usually placed between the pages of a Damage Vulnerabilities fire
tome or hidden in a bookcase. These paper spiders are both Damage Resistances bludgeoning, piercing, slashing
Condition Immunities blinded, charmed, deafened,
useful for stealing secrets, arcane or otherwise, from rivals exhaustion, frightened, paralyzed, petrified,
and for protecting valuable tomes and scrolls. Thanks to the poisoned, prone
spells stored in them, these tiny constructs can cast web and Senses blindsight 30 ft. (blind beyond this radius),
alarm spells to hinder any thieves and summon the guards. passive Perception 12
Languages -
Constructed Nature. A paper spider doesn't require air, food, Challenge 1/4 (50 XP)
drink, or sleep.
Innate Spellcasting. The spider's innate spellcasting
ability is Wisdom (spell save DC 10). It can innately
cast the following spells, requiring no material
components:
At will: alarm

1/day: web
Variant: Poisonous Paper Spiders
Spider Climb. The spider can climb difficult
Some drow mages experiment with papercraft to
surfaces, including upside down on ceilings,
produce poison carrying constructs. This art is without needing to make an ability check.
fairly new to the drow society and needs much
perfection before it can be considered a serious Web Sense. While in contact with a web, the spider
menace. Some of these experimental paper spiders knows the exact location of any other creature in
can carry small doses of poison smeared on their contact with the same web.
paper legs and use the following attack. Web Walker. The spider ignores movement
Poisonous Paper Cut. Melee Weapon Attack: +4 restrictions caused by webbing.
to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2)
slashing damage and the target must succeed on a Actions
DC 12 Constitution saving throw or take 2 (1d4)
Paper Cut. Melee Weapon Attack: +4 to hit, reach 5
poison damage.
ft., one creature. Hit: 4 (1d4 + 2) slashing damage.

19
Philosophical Discord
Philosophical Discord
Large swarm of Medium humanoids, unaligned
The peacefully serene and liberal atmosphere of a library can
Armor Class 11
suddenly transform into a chaotic mess of intolerance when
Hit Points 52 (8d10 + 8) passionate and narrow-minded supporters of opposing
Speed 30 ft. theories and ideas clash against each other in a heated
debate.
STR DEX CON INT WIS CHA Debates Gone Wild. Many respectful libraries and centers of
12 (+1) 12 (+1) 12 (+1) 22 (+6) 8 (-1) 10 (+1) learning across Faerûn hold formal discussions on
philosophical ideas, theology, and politics.
Skills Arcana +8, History +8, Nature +8, Religion +8 Most of the time these debates are conducted in peace and
Damage Resistances bludgeoning, piercing, slashing respect, yet there are some rare (perhaps not so rare),
Damage Immunities psychic instances where the debates turn into a violent discord.
Condition Immunities charmed, frightened, It is rather disappointing to witness a group of brilliant
paralyzed,
petrified, prone, restrained, stunned academics turn into each other just like savage wolves. Most
Senses passive Perception 9 of the time something like this happens, the staff of the
Languages any six languages library and the visiting patrons try to break up the fight, but
Challenge 4 (1,100 XP) they can also join the brawl if one side or the other touched a
nerve.
Passionate Heckling. The swarm can add its
Intelligence modifier to its initiative rolls.
Random Spells Flying Around. Usually there are a couple
Swarm. The swarm can occupy another creature's of spellcasters in any philosophical debate group and once
space and vice versa, and the swarm can move the discussion turns into a chaotic brawl, these spellcasters
through any opening large enough for a Medium start casting random spells against each other.
humanoid. The swarm can't regain hit points or This can be a real threat against the library hosting the
gain temporary hit points. debate as these spells have the potential to harm or destroy
the books and other valuable items around.
Actions
Multiattack. The swarm makes two melee attacks or
one melee and one ranged attack.
Random Punch. Melee Weapon Attack: +3 to hit,
reach 5 ft. , one target. Hit: 5 (1d8 + 1)
bludgeoning damage.
Book Throw. Ranged Weapon Attack: +3 to hit,
range 30/60 ft., one target. Hit: 5 (1d8 + 1)
bludgeoning damage.
Random Spell (Recharge 6). Some of the
philosophers arguing in the group have spellcasting
abilities. They randomly cast spells at each other
than can accidently hit other targets. The spawn's
spellcasting ability is Intelligence (spell save DC 16,
+8 to hit with spell attacks). The swarm can innately
cast the following spells, requiring no material
components:
2/day each: acid splash, ray of frost, shocking grasp

1/day each: burning hands, magic missile

Reactions
Political Rant. When a creature that the swarm can
see within 60 feet of it makes an attack roll, an
ability check, or a damage roll, the furious
ideological debate and loud insults coming from
the swarm confuses the creature and makes it
question its own world-view. The creature then
must reroll and use the lower result.

20
Servant of the Binder
Servants of the Binder are angels that act as divine agents
and messengers of Oghma, the Wise God. These celestial
beings are often summoned by the Lorekeepers of libraries to
bring those who have wronged a place of knowledge to
justice.
They are usually tasked with tracking and hunting down
those who have borrowed an important book from a library
but haven’t returned it in the allowed time. Servants rarely
engage in combat and they are often benevolent and forgiving
than cruel or vindictive. But as embodiments of law and good,
they are also firm and stern against those who willingly steal
books and scrolls from libraries, suppress new ideas, prevent
people from receiving education, or block access to
knowledge as they believe that knowledge is the greatest tool
of mortals, outweighing anything else.
Steadfast Guardians of Knowledge. When a servant is
summoned, it appears in blue-green radiance accompanied
by chords of rising and echoing music. After receiving their
mission, the angel doesn’t stop until the task is done.
In their true form, they appeared as beautiful humanoids
with pale and silvery skin, gleaming eyes, and feathery wings
unfurling from their shoulder blades. They rarely
communicate but they have melodic voices and usually speak
gently. Fire, rot, and mold are all banished in their divine
presence. They can read and write any known language and
they offer aid to those who preserve written knowledge,
restore damaged writings, and translate books.
Inspiration Givers. Legend tells of servants that take the
form of old loremasters or young apprentice scribes who
secretly plant ideas or reveal missing crucial information to
researchers and academicians in libraries.
Instruments of the Deities of Knowledge and Invention.
These angelic servants are also known to serve Deneir, Gond,
and Milil who are allies of Oghma.
Immortal Nature. An angel doesn't require food, drink, or
sleep.

21
Servant of the Binder Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 7 (1d8 + 3) slashing damage, or 8
Medium celestial, lawful good
(1d10 + 3) slashing damage if used with two hands,
Armor Class 16 (natural armor) plus 13 (3d8) radiant damage.
Hit Points 105 (14d8 + 42) Wall of Phantom Tomes (1/Day). The servant magically
Speed 30 ft., fly 90ft. forms a translucent wall of force that resemble open
books on a solid surface it can see within 60 feet of it.
The
wall is 1 foot thick and up to 30 feet long and 12
STR DEX CON INT WIS CHA feet high. When the wall appears, each creature in its
17 (+3) 17 (+3) 16 (+3) 20 (+5) 20 (+5) 20 (+5) space is pushed out of it by the shortest route. The
creature chooses which side of the wall to end up on,
Saving Throws Int +9, Wis +9, Cha +9 unless the creature is incapacitated.
Skills Arcana +9, Insight +9, Investigation +9, The creature then makes a DC 16 Dexterity saving
Perception +9 throw, taking 27 (5d10) force damage on a failed save,
Damage Resistances fire, radiant; bludgeoning, piercing, or half as much damage on a successful one.

and
slashing from nonmagical weapons The wall lasts for 1 minute or until the servant is
Condition Immunities charmed, exhaustion, frightened incapacitated or dies. The wall can be damaged and
Senses darkvision 120 ft., passive Perception 19 breached; each 10-foot section has AC 3 and 20 hit
Languages all, telepathy 120 ft. points. It can also be destroyed by dispel magic.
Challenge 9 (5,000 XP)
Whenever a creature finishes moving 5 ft. next to the
wall on a turn, willingly or otherwise, the creature must
Angelic Weapons. The servant's weapon attacks are
make a DC 16 Dexterity saving throw, taking 14 (4d6)
magical. When the servant hits with any weapon, the
force damage on a failed save, or half as much damage
weapon deals an extra 3d8 radiant damage (included in
on a successful one as the books start snapping their
the attack).
covers, striking anything between their translucent
Innate Spellcasting. The servant's spellcasting ability is pages.
Charisma (spell save DC 17). The servant can innately Healing Touch (2/Day). The servant touches another
cast the following spells, requiring only verbal creature. The target magically regains 15 (3d8 + 2) hit
components: points and is freed from any curse, disease, poison,
At will: command, detect evil and good, detect magic, blindness, or deafness.
detect thoughts, identify
Change Shape. The servant magically polymorphs into a
2/day each: bless, suggestion
humanoid or beast that has a challenge rating equal to
1/day each: commune, raise dead, scrying or less than its own, or back into its true form . It
Magic Resistance. The servant has advantage on saving reverts to its
true form if it dies. Any equipment it is
throws against spells and other magical effects. wearing or carrying is absorbed or borne by the new
form (the servant's choice).
Actions In a new form, the servant retains its game statistics
Multiattack. The servant makes two melee attacks. and ability to speak, but its AC, movement modes,
Strength , Dexterity, and special senses are replaced by
those of the new form, and it gains any statistics and
capabilities (except class features, legendary actions,
and lair actions) that the new form has but that it lacks.

22
Swarms in the Library
Over the years, many wizards and other mischief-loving Swarm of Paper Birds
Medium swarm of Tiny constructs, unaligned
curious spellcasters have tinkered with magically animated
swarms of tiny objects and constructs. At first most of these Armor Class 11
creations were started as innocent cantrips such as making Hit Points 17 (5d8 – 5)
paper birds fly around the library and carry messages across Speed 5ft., fly 40 ft .
rooms or magically levitating heavy tomes to carry them
around the study halls with ease. But some carried this
magic a step forward creating flying swarms of encyclopedia STR DEX CON INT WIS CHA
volumes and flocks of paper birds. Some of these were 6 (-2) 12 (+1) 8 (-1) 3 (-4) 10 (+0) 1 (-5)
created as jokes while others were specifically created to
guard a library chamber against intruders or blocking access Skills Perception +2
to a restricted section of the library.
Damage Immunities poison, psychic
Constructed Nature. An animated object doesn't require air, Damage Vulnerabilities fire
food, drink, or sleep. Damage Resistances bludgeoning, piercing, slashing
Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, paralyzed, petrified,
Swarm of poisoned, prone
Senses blindsight 30 ft., passive Perception 12
Encyclopedia Volumes Languages -
Medium swarm of Tiny constructs, unaligned Challenge 1/8 (25 XP)

Armor Class 13 (hardcover armor) Antimagic Susceptibility. The swarm is incapacitated


Hit Points 22 (6d8) while in the area of an antimagic field. If targeted by
Speed 10 ft., fly 40 ft . dispel magic, the swarm must succeed on a
Constitution saving throw against the caster's spell
save DC or fall unconscious for 1 minute.
STR DEX CON INT WIS CHA
12 (+1) 11 (+0) 10 (+0) 3 (-4) 10 (+0) 3 (-4) False Appearance. While the swarm remains
motionless and isn't flying, it is indistinguishable
Damage Immunities poison, psychic from a normal pile of folded paper birds.
Damage Vulnerabilities fire Swarm. The swarm can occupy another creature's
Damage Resistances bludgeoning, piercing, slashing space and vice versa , and the swarm can move
Condition Immunities blinded, charmed, deafened, through any opening large enough for a Tiny bird
exhaustion, frightened, paralyzed, petrified, made of paper. The swarm can't regain hit points or
poisoned, prone gain temporary hit points.
Senses blindsight 30 ft., passive Perception 10
Languages - Actions
Challenge 1/2 (100 XP)
Paper Wing Cut Melee Weapon Attack: +3 to hit,
reach 5 ft., one target in the swarm's space. Hit: 5
Antimagic Susceptibility. The swarm is incapacitated (2d4) slashing damage, or 2 (1d4) slashing damage
while in the area of an antimagic field. If targeted by if the swarm has half of its hit points or fewer.
dispel magic, the swarm must succeed on a
Constitution saving throw against the caster's spell
save DC or fall unconscious for 1 minute.
False Appearance. While the swarm remains
motionless and isn't flying, it is indistinguishable
from a normal pile of tomes.
Swarm. The swarm can occupy another creature's
space and vice versa , and the swarm can move
through any opening large enough for a tome. The
swarm can't regain hit points or gain temporary hit
points.

Actions
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target in the swarm's space.
Hit: 8 (2d6 + 1)
bludgeoning damage or 4 (1d6 + 1) bludgeoning
damage if the swarm has half of its hit points or
fewer.

23
Appendix A: Nonplayer Characters
This appendix contains statistics for various humanoid
nonplayer characters (NPCs) that adventurers might
encounter in the Candlekeep Library or in other libraries.

Booklifter
Small humanoid (halfing), any alignment

Armor Class 13
Hit Points 31 (7d6 + 7)
Speed 25 ft.

STR DEX CON INT WIS CHA


10 (+0) 16 (+3) 12 (+1) 12 (+1) 14 (+2) 14 (+2)

Saving Throws Dex +5, Cha +4


Skills Acrobatics +5, Deception +4, Insight +4,
Investigation +3, Perception +4,
Persuasion +4,
Sleight of Hand +5, Stealth +5
Senses passive Perception 14
Languages Common and Halfling
Challenge 2 (450 XP)

Cunning Action. On each of its turns, the booklifter


can use a bonus action to take the Dash,
Disengage, or Hide action.
Keen Hearing and Sight. The booklifter has
advantage on Wisdom (Perception) checks that rely
on hearing or sight.
Lucky. When the booklifter rolls a 1 on an attack
roll, ability check, or saving throw, it can reroll the
die and must use the new roll.
Sneak Attack (1/Turn). The booklifter deals an extra Booklifter
7 (2d6) damage when it hits a target with a weapon
attack and has advantage on the attack roll , or Booklifters are skilled halfling burglars who enter libraries
when the target is within 5 feet of an ally of the or arcane colleges under disguise to steal books or scrolls
booklifter that isn't incapacitated and the booklifter
doesn't have disadvantage on the attack roll.
that contain valuable information. They are known to be
hired by organizations and powerful individuals who can’t
Actions access a certain book in a library for one reason or another.
Even a rival library could resort to such lowly tactics if their
Multiattack. The booklifter makes two melee need is dire. Sometimes they also steal expensive, rare books
attacks. on their own to sell to third-party merchants.
Shortsword. Melee Weapon Attack: +5 to hit, reach As booklifters develop a taste for books, it is also possible
5 ft. , one target. Hit: 6 (1d6 + 3) piercing damage. that they start lifting tomes from libraries for their personal
taste.
Hand Crossbow. Ranged Weapon Attack: +5 to hit,
range 30/120 ft., one target. Hit: 6 (1d6 + 3)
piercing damage.

24
Glyphscribe
Disciple Glyphscribes are followers of Deneir who believe that
of the Passive Voice information that is not recorded is information that is lost.
They think that information should be free to all and all
Medium humanoid (human), lawful neutral
should be able to read it. They dedicate their lives protecting
Armor Class 14 written knowledge and punish those who destroy books and
Hit Points 49 (9d8 + 9) archives. They spend their days gathering and writing
Speed 40 ft. knowledge from creative works to copying mundane annals.

STR DEX CON INT WIS CHA


13 (+1) 14 (+2) 12 (+1) 14 (+2) 14 (+2) 12 (+1)

Saving Throws Dex +4, lnt +4, Wis +4


Skills Acrobatics +4, Insight +4, Perception +4
Senses passive Perception 14
Languages Common and any one language
Challenge 3 (700 XP)

Unarmored Defense. While the disciple is wearing


no armor and wielding no shield, its AC includes its
Wisdom modifier.
Glyphscribe
Medium humanoid (any race), neutral good
Unarmored Movement. While the disciple is wearing
no armor and wielding no shield, its walking speed Armor Class 13 (chain shirt)
Hit Points 22 (5d8)
increases by 10 feet (included in its speed) and the
disciple can climb difficult surfaces, without Speed 30 ft.
needing to make an ability check.
Wind Step. On each of its turns, the disciple can use STR DEX CON INT WIS CHA
a bonus action to take the Dash, or Disengage 10 (+0) 10 (+0) 11 (+0) 14 (+2) 17 (+3) 14 (+2)
action.

Actions Skills Arcana +4, History +4, Medicine +5,


Persuasion +4, Religion +6
Multiattack. The disciple makes two unarmed Senses passive Perception 13
strikes. Languages any four languages
Challenge 2 (450 XP)
Unarmed Strike. Melee Weapon Attack: +4 to hit,
reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning
Divine Eminence. As a bonus action, the glyphscribe
damage and the target must succeed on a DC 13
can expend a spell slot to cause its melee weapon
Dexterity saving throw
or be knocked prone.
attacks to magically deal an extra 10 (3d6) radiant
damage to a target on a hit. This benefit lasts until
Reactions the end of the turn. If the glyphscribe expends a
Missile Deflection. The disciple adds 3 to its AC spell slot of 2nd level or higher, the extra damage
against one ranged
weapon attack that would hit it. increases by 1d6 for each level above 1st.
To do so, the disciple must see the attacker.
Spellcasting. The glyphscribe is a 6th-level
spellcaster. Its spellcasting ability is Wisdom (spell
save DC 13 , +5 to hit with spell attacks). The
glyphscribe has the following spells prepared:
Disciple of the Passive Voice Cantrips (at will): light, sacred flame , thaumaturgy,
Children of the Passive Voice is an old and prestigious word of radiance

                                   order of learned monks whose members 1st level (4 slots): command, cure wounds, identify,
                                             protect many libraries, shrines and sanctuary

                                                      temples across Faerûn. 2nd level (3 slots): augury, spiritual weapon,
                                                   A disciple of this order is a suggestion

                                                       capable and stern guardian of 3rd level (3 slots): dispel magic, glyph of warding,
tongues
                                                       places of knowledge.
Actions
Mace. Melee Weapon Attack: +2 to hit, reach 5 ft.,
one target. Hit: 3 (1d6) bludgeoning damage.

25
Gondsman
Gondsmen are dedicated elite priests of Gond the Librarian
Wonderbringer. These priests are highly skilled in all matters Medium humanoid (any race), any lawful alignment
involving forging, casting, or tempering. They devote their
lives to invent and make new things that work. Gondsmen Armor Class 12 (15 with mage armor)
can be found in libraries and other places of learning, Hit Points 22 (5d8)
researching, and studying various techniques of engineering. Speed 30 ft.

STR DEX CON INT WIS CHA


Gondsman 12 (+1) 14 (+2) 11 (+0) 17 (+3) 16 (+3) 15 (+2)
Medium humanoid (any race), lawful neutral
Saving Throws Int +5, Wis +5, Cha +4
Armor Class 14 (scale mail) Skills Arcana +5, History +7, Insight +5,
Hit Points 27 (6d8) Investigation +5, Nature +5, Perception +5,
Speed 30 ft. Religion +7
Damage Resistances psychic
Senses passive Perception 15
STR DEX CON INT WIS CHA
Languages any three languages
10 (+0) 10 (+0) 10 (+0) 16 (+3) 12 (+1) 12 (+1) Challenge 4 (1,100 XP)

Skills History +5, Investigation +5, Perception +3, Path of Wisdom. Whenever the librarian is required
Religion +5 to make a Wisdom saving throw against spells and
Senses passive Perception 13 other magical effects, it also adds its Intelligence
Languages any two languages modifier to the roll.
Challenge 4 (1,100 XP)
Spellcasting. The librarian is a 4th-level spellcaster.
Its spellcasting ability is Intelligence (spell save DC
Spellcasting. The gondsman is a 3th-level
13, +5 to hit with spell attacks). The librarian has
spellcaster. Its
spellcasting ability is Wisdom (spell
the following wizard spells prepared:
save DC 11 , +3 to hit with spell attacks). The
gondsman has the following spells prepared: Cantrips (at will): light, mage hand, shocking grasp,
true strike

Cantrips (at will): light, mending , thaumaturgy


1st level (4 slots): comprehend languages, detect
1st level (4 slots): identify, guiding bolt, searing magic, mage armor, identify

smite, unseen servant


2nd level (3 slots): locate object, see invisibility,
2nd level (2 slots): heat metal, magic weapon suggestion
Actions Actions
Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., Quarterstaff. Melee Weapon Attack: +4 to hit, reach
one target. Hit: 3 (1d6) bludgeoning damage. 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning
damage, or 6 (1d8 + 2) bludgeoning damage if
Heavy Crossbow. Ranged Weapon Attack: +2 to hit,
used with two hands.
range 100/400 ft., one target. Hit: 5 (1d10)
piercing damage.
Reactions
Hand Mortar (Recharge 5-6). Ranged Weapon
Attack: +2 to hit, range 30/600 ft., one target. Hit: Librarian Shush (1/Day). When a creature that the
9 (2d8) fire damage. Upon a hit, everything within librarian can see casts a spell that includes a verbal
5 ft of the target must make a DC 13 Dexterity component, the librarian can use its reaction to
saving throw or suffer 5 (1d10) fire damage. shush and silence the spellcaster interrupting the
casting, similar to the effects of the silence spell.
If the gondsman rolls a 1 for the hand mortar's
recharge die, the weapon misfires on the
gondsman hands and the gondsman suffers 4
(1d8) fire damage. Librarian
A librarian is a person who works professionally in a library,
providing access to information while offering insight and
guidance to visitors. They often have a certain amount of
spellcasting abilities they mostly use in their daily tasks and
they are very knowledgeable information experts. They
research the topics of interest for their libraries, suggest
books to patrons, review books and manuscripts, assist
loremasters, archive and maintain the library’s collection.

26
Lorekeeper
Lorekeepers are special priests of Oghma, the God of Lorekeepers usually wear grand, stylish clothing that
Knowledge. They believe that knowledge is power, and must reveals their heavily muscled bodies and are always in very
be used with care. good physical shape.
They dedicate their lives defending places of knowledge These unorthodox priests believe that there is more to life
and learning such as libraries and academies. They enjoy than being cloistered in temples and they honor Oghma by
philosophical and historical debates and are particularly improving their wrestling skills, as they believe the Wise God
interested and skilled in wrestling. to be fond of this martial art.

Lorekeeper Cantrips (at will): light, sacred flame, thaumaturgy

1st level (4 slots): charm person, cure wounds, guiding


Medium humanoid (any race), neutral
bolt, identify

Armor Class 15 (chain shirt) 2nd level (3 slots): lesser restoration, silence, spiritual
Hit Points 60 (11d8 + 11) weapon

Speed 30 ft. 3rd level (2 slots): dispel magic, spirit guardians

Actions
STR DEX CON INT WIS CHA
Multiattack. The lorekeeper makes two melee attacks.
14 (+2) 14 (+2) 12 (+1) 16 (+3) 16 (+3) 14 (+2)
Binder's Mace. Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. If
Skills Athletics +5, Medicine +6, Persuasion +5,
the target is a Fiend, it receives an additional 6 (1d8 +
Religion +6
2) radiant damage.
Senses passive Perception 13
Languages any two languages Unarmed Strike. Melee Weapon Attack: +5 to hit, reach
Challenge 5 (1,800 XP) 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage
and the target must succeed on a DC 15 Constitution
Brave. The lorekeeper has advantage on saving throws saving throw or be stunned until the end of the
against being frightened. lorekeeper's next turn.
Wrestling Grapple. Melee Weapon Attack: +5 to hit,
Divine Eminence. As a bonus action, the lorekeeper can
reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning
expend a spell slot to cause its melee weapon attacks
damage and the target is grappled (escape DC 15) if it
to magically deal an extra 10 (3d6) radiant damage to a
is a Large or smaller creature and the lorekeeper
target on a hit. This benefit lasts until the end of the
doesn't have another creatures grappled.
turn. If the lorekeeper expends a spell slot of 2nd level
or higher, the extra damage increases by 1d6 for each
level above 1st.
Reactions
Palm Block. The lorekeeper adds 2 to its AC against one
Spellcasting. The lorekeeper is a 5th-level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 14 , +6 to melee attack that would hit it. To do so, the lorekeeper
must see the attacker and must not be surprised.
hit with spell attacks). The lorekeeper has the following
spells prepared:

27
Potioneer
Potioneer
Medium humanoid (any race), any alignment

Armor Class 10 (13 with Potion of Resilience)


Hit Points 45 (6d8 + 18)
Speed 30 ft.

STR DEX CON INT WIS CHA


10 (+0) 10 (+0) 16 (+3) 15 (+2) 14 (+2) 12 (+1)

Saving Throws Con +5


Skills Arcana +4, Medicine +4, Nature +4
Damage Resistances acid
Damage Immunities poison
Condition Immunities poisoned
Senses passive Perception 12
Languages any two languages
Challenge 3 (700 XP)
A potioneer, also known as a potion-master or elixir-brewer, is
a specialist who makes and uses potions for a living. A Wonderous Potions. The potioneer carries the
potioneer is not necessarily a spellcaster but, they have a following collection of potions it brewed. It can use
good understanding of arcane matters and they are also its action to drink one.
knowledgeable in alchemy. These potion masters are experts Draught of Healing: The drinker regains 7 (1d8 +
in using different kinds of potions and mixtures both in and 3) hit points.
outside of combat. Elixir of Speed: The drinker gains the effect of
Some libraries house laboratories where potioneers study the haste spell for 1 minute.
and research. Potion of Invisibility: The drinker becomes
invisible until it attacks or casts a spell.
Potion of Resilience:* The drinker gains a +3
bonus to AC for 3 hours.
Tonic of Transformation: The drinker's body is
transformed as if by the alter self spell for 1 hour.
*The potioneer drinks this potion before combat.

Actions
Dagger. Melee Weapon Attack: +2 to hit, reach 5 ft.,
one target. Hit: 5 (2d4) piercing damage plus 5
(2d4) poison damage.
Acid Bomb (Recharge 5-6). The potioneer throws a
vial of explosive acid at a point up to 60 feet away.
Each creature within 5 feet of that point must
succeed on a DC 13 Dexterity
saving throw or take
10 (3d6) acid damage.

28
Tuneservant Spellcasting. The tuneservant is a 5th-level spellcaster.
Its spellcasting
ability is Wisdom (spell save DC 13, +5
Medium humanoid (any race), neutral good
to hit with spell attacks). It has the following spells
Armor Class 15 (chain shirt) prepared:
Hit Points 58 (9d8 + 18) Cantrips (at will): friends, light, thaumaturgy, vicious
Speed 30 ft. mockery

1st level (4 slots): charm person, cure wounds,


heroism, sleep
STR DEX CON INT WIS CHA 2nd level (3 slots): enthrall, invisibility, shatter

11 (+0) 15 (+2) 14 (+2) 12 (+1) 16 (+3) 14 (+2) 3rd level (2 slots): dispel magic, hypnotic pattern
Taunting Song (3/Day). The tuneservant can use a bonus
Saving Throws Dex +4, Wis +5, Cha +4 action on its turn to target one creature within 30 feet
Skills Acrobatics +4, Arcana +5, History +3, Medicine of it. If the target can hear the tuneservant, the target
+5, Perception +5, Performance +6, Persuasion +5, must succeed on a DC 14 Charisma saving throw or
Religion +5 have disadvantage on ability checks, attack rolls, and
Senses passive Perception 15 saving throws until the start of the tuneservant's next
Languages any three languages turn.
Challenge 4 (1,100 XP)
Actions
Dispel Silence (1/day). The tuneservant offers a silent
Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one
chant to Milil to dispel the effects of the silence spell
target. Hit: 6 (1d8 + 2) piercing damage.
within 60 ft.
Light Crossbow. Ranged Weapon Attack: +4 to hit,
Divine Eminence. As a bonus action, the tuneservant
range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing
can expend a spell slot to cause its melee weapon
damage.
attacks to magically deal an extra 7 (2d6) radiant
damage to a target on a hit. This benefit lasts until the
end of the turn. If the tuneservant expends a spell slot
Reactions
of 2nd level or higher, the extra damage increases by Cutting Words. When a creature that the tuneservant
1d4 for each level above 1st. can see within 60 feet of it makes an attack roll, an
ability check, or a damage roll, the tuneservant uses its
Magic Resistance. The tuneservant has advantage on
wit to distract and sap the confidence of the creature.
saving throws against spells and other magical effects.
The creature then must reroll and use the lower result.

Tuneservant
A tuneservant is a specialized priest of Milil, the Lord of All
Songs. Tuneservants are musically-inclined, sensual, and
good-hearted troubadours who appreciate good food and
good wine.
These musical priests usually spend their days wandering
from town to town looking for opportunities to spread the
word of Milil, but also can be found in libraries and places of
learning, composing new songs, writing new epic poems, or
copying rare stories.

29
Wise One
Wise One
Medium humanoid (any race), lawful neutral A wise one is an experienced and specialized cleric of
Armor Class 13 (studded leather)
Oghma. After a certain age, many archivists, writers, bards,
Hit Points 49 (9d8 + 9)
cartographers, loremasters, sages, scholars, and scribes
Speed 30 ft.
decide to dedicate their life studying and spreading the ways
of Oghma and become wise ones. People look to them for
answers as they offer their immense wisdom to the common
STR DEX CON INT WIS CHA folk.
12 (+1) 12 (+1) 12 (+1) 17 (+3) 18 (+4) 14 (+2)
A wise one is especially effective in fighting against fiends
and banishing them from the material plane.
Wise ones also
Saving Throws Wis +6
act as leaders and custodians of Oghma’s temples, libraries,
Skills History +5, Insight +6, Medicine +6,
academies, and other places of learning and knowledge.
Persuasion +4, Religion +7
Senses passive Perception 13
Languages any two languages
Challenge 4 (1,100 XP)

Curna's Wisdom. The wise one can add its Wisdom


modifier to its initiative rolls.
Divine Eminence. As a bonus action, the wise one
can expend a spell slot to cause its melee weapon
attacks to magically deal an extra 10 (3d6) radiant
damage to a target on a hit. This benefit lasts until
the end of the turn. If the wise one expends a spell
slot of 2nd level or higher, the extra damage
increases by 1d6 for each level above 1st.
Insightful Speech. The wise one gives an insightful
and smart speech, any intelligent creatures that
hears its speech must make a DC 14 Wisdom
saving throw or suffer disadvantage
when attacking
the wise one.
Spellcasting. The wise one is a 7th-level spellcaster.
Its spellcasting ability is Wisdom (spell save DC 14,
+6 to hit with spell attacks). The wise one has the
following spells prepared:
Cantrips (at will): friends, light, ray of frost, sacred
flame

1st level (4 slots): comprehend languages, cure


wounds, guiding bolt, identify

2nd level (3 slots): hold person, spiritual weapon,


zone of truth

3rd level (3 slots): daylight, dispel magic, spirit


guardians

4th level (1 slot): banishment

Actions
Binder's Mace. Melee Weapon Attack: +3 to hit,
reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning
damage. If the target is a Fiend, it receives an
additional 5 (1d8 + 1) radiant damage.
Blinding Flash (Recharge 5-6). A beam of bright light
erupts from the wise one's holy symbol. Each
creature within 20 feet of the wise one must
succeed on a DC 14 Dexterity saving
throw or be
blinded until the end of the wise one's next turn.

30
Xothar
Xothar
Followers of Dugmaren Brightmantle, the dwarven deity of Medium, humanoid (dwarf), chaotic good
scholarship, discovery, and invention, believe that the world is
full of secrets waiting to be unraveled. Xothor (singular: Armor Class 17 (chain mail)
Xothar), are special priests of the Wandering Tinker who Hit Points 39 (6d8 + 12)
travel widely to learn more about the mysteries of life and Speed 25 ft.
spread the word of their religion. These priests spend their
days in academic pursuits, trying to learn and research any STR DEX CON INT WIS CHA
field of lore that can be of interest to Dwarves. They are
especially knowledgeable on rune magic and are capable 16 (+3) 12 (+1) 14 (+2) 12 (+1) 15 (+2) 11 (+0)
warriors.
A xothar can be encountered in a library, hunched over Saving Throws Con +4
dusty tomes and taking notes. Skills Arcana +3, Medicine +4, Religion +5
Damage Resistances poison
Condition Immunities petrified
Senses darkvision 60 ft., passive Perception 12
Languages Dwarvish and any two languages
Challenge 3 (700 XP)

Brightmantle. The xothar has advantage on saving


throws against illusion spells, and
being charmed.
Dethek Runemagic. As a bonus action the xothar
can select one of the following damage types:
lightning, cold, or fire. Until it uses this action
again, the xothar has resistance to the chosen
damage type.
Divine Eminence. As a bonus action, the xothar can
expend a spell slot to cause its melee weapon
attacks to magically deal an extra 10 (3d6) radiant
damage to a target on a hit. This benefit lasts until
the end of the turn. If the xothar expends a spell
slot of 2nd level or higher, the extra damage
increases by 1d6 for each level above 1st.
Dwarven Resilience. The xothar has advantage on
saving throws against poison.
Spellcasting. The xothar is a 5th-level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 12 ,
+4 to hit with spell attacks). The xothar has the
following spells prepared:
Cantrips (at will): mending, sacred flame, shocking
grasp, thaumaturgy

1st level (4 slots): cure wounds, identify, magic


missile, searing smite

2nd level (3 slots): augury, lesser restoration,


spiritual weapon

3rd level (2 slots): dispel magic, magic weapon

Actions
Runestone Mace. Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning
damage, or 8 (1d10 + 3) bludgeoning damage if
used with two hands to make a melee attack, plus 4
(1d8) lightning damage. Instead of lightning
damage, the xothar can deal the damage type
currently in effect for its Dethek Runemagic trait.

31
Appendix B: Character Backgrounds

Translator Feature: Polyglot


You were always been captivated by languages. From ancient A competent translator is not only bilingual but bicultural. As
dialects of Elvish to modern variants of Common, learning an experienced linguist with a profound understanding of the
and studying new languages have always been a passion to etymological and idiomatic correlates between languages,
you. By studying old or young scripts, foreign languages, or you can communicate with other humanoids even if they
neighboring dialects you have also become very well- don’t speak the languages you do. After observing the
informed on other cultures’ customs, laws, philosophies, humanoids communicating with each other for 1d4 hours,
ideas, art, and religious beliefs. Your eagerness for learning you start roughly understanding the grammar rules and
new languages and meeting with new cultures has pushed syntax of their language, and become able to communicate
you out of your little corner of the world and made you a with them on a basic level. After you spend two days with
seasoned traveler. You have traveled across many countries them, you can understand their language on an intermediate
and visited many libraries, museums, and other places of level and you become knowledgeable about their culture and
cultural importance. customs.
Your personality as an avid learner and a devoted
bookworm, combined with your expertise in languages and Suggested Characteristics
communication got you employed as a translator by many A good translator is a well-read person who knows how to
adventure groups, guilds, religious organizations, and even research and be patient while having great self-discipline.
royal institutions. Translation always involves interpretation, and a translator
needs to think as deeply as humanly possible about each
Skill Proficiencies: History, Religion
verbal, poetic, and interpretative choice. A translator’s
Languages: Two of your choice
interpretation can cause kingdoms to go to war with each
Equipment: A leather-bound codex containing linguistic other and the translation of a long-lost piece of literature can
notes and glossary and dictionary of words, a bottle of black have an immense effect on people. Translating is a skill
ink, a quill, reading glasses, a set of traveler's clothes, and a achieved by spending long years studying different languages
pouch containing 10 gp. and cultures, a person who has fair fluency in two languages,
by virtue of that fact alone, can’t be consistently competent to
translate between them.
Specialized Translator
With time, a translator working on a specific area or using a
certain method becomes specialized in that field. All
translators who have an excellent command of the languages
they are working on can produce translation but a specialized
translator is an expert on the subject and knows how to reach
the target culture and achieve communication better than
anyone.
d10 Specialization d10 Specialization
1 Literature 6 Draconic Language
2 Religious Texts 7 Medical
3 Underdark Languages 8 Interpreting
4 Poetry 9 Ancient Languages
5 Rune Scripts 10 Arcane Texts

32
d6 Personality Trait d6 Flaw
1 I would risk my life by entering a monster infested, 1 I am easily distracted by procrastination.
ruined library, just to obtain a lost tome
2 Sometimes I omit parts of the text from translation if I
2 I prefer the company of those who don't speak my deem them unnecessary.
mother tongue.
3 I overlook obvious simple translations in favor of
3 Sometimes I pretend to understand something said in complicated and inverted sentences.
a language I don’t know just to impress people.
4 After learning the language of a tribe of evil monsters, I
4 I'm used to helping out those who don't understand found myself thinking like them more and more.
something said in a foreign language and I patiently
translate for them...for free! 5 No one must ever learn that I once stole a book from
my local library.
5 By living among foreign people, I have become
estranged to my own culture. 6 I secretly believe that I am better than everyone.

6 I can't stop reading a good book until I finish it.

d6 Ideal
1 Knowledge. Any fool can know. The point is to
understand. (Any)
2 Power. Knowledge is the path to understanding other
cultures, and understanding them is the path to
manipulating and dominating them. (Evil)
3 Love. I am convinced that my soulmate speaks a
language that I don't know and I must learn it to find
love. (Chaotic)
4 Tradition. There are certain styles and guides to follow
while translating specific types of texts and they
should not be ignored. (Lawful)
5 Compassion. Translation, brings different people and
cultures together. Communication will help us achieve
peace and understanding. (Good)
6 Immortality. By translating a great work of literature, I
will be forever immortalized. (Any)

d6 Bond
1 The library where I spend most of my time is the most
important place in the world to me.
2 My grandfather gave me a dictionary of old idioms. I
must never lose it.
3 I have a religious text that contradicts the generally
accepted translation. It could cause great chaos in the
wrong hands.
4 My life's work is a series of translations related to a
certain field of lore.
5 I want to learn more about a particular Underdark
language that fascinates and scares me at the same
time.
6 I have a friendly translator rival who is translating the
same work of literature as me and only one of us can
receive the patronage of the local library. I must prove
that I am the better translator.

33
Glass Plaque of Scribing
Appendix C: Magic Items Wondrous item, uncommon
Various magic items that can be found in a library or a A glass plaque of scribing is a rectangular piece of clear glass
similar place of knowledge are presented here in alphabetical
order. A magic item's description gives the item's name, its that allows the user to copy, edit or move a piece of text from
category, its rarity, and its magical properties. a piece of paper to another. You can place the plaque on the
text you want to copy and the letters appear on the glass. You
can then paste this text onto another page or scroll. This
plaque also allows the user to change the size and shapes of
the letters when pasting them on another paper.

Goggles of Translation
Wondrous item, uncommon
If you try to read a text written in a language you don’t know
while wearing these lenses, the text is magically translated
into a language you know to your eyes. Only the wearer can
see the translation of the text. The quality of the translation is
mediocre but the main topic of the text can be clearly
Amulet of Moonlight understood. The goggles are not very suitable for literary
Wondrous item, rare translation and it works best on clear, academic texts. You
can read up to 4000 words a day using the goggles. After that,
An amulet of moonlight can magically and artificially project the item requires another 24 hours to start translating again.
moonlight onto a 5 ft. square surface the wearer chooses.
The wearer can choose which moon stage’s light will be
projected. If the amulet is crafted by a master craftsman,
depending on its potency, it can trigger effects of moonlight
such as turning of lycanthropes or revealing moon-runes. The
amulet can project moonlight for 1 hour before its charge is
depleted. Once depleted of light, the wearer must expose the
amulet to the natural moonlight for an hour to restore its
charge. The stage of the moon when the amulet is restored
does not affect its power of projection.

Hourglass of Study
Moon-Runes Wondrous item, uncommon
Moon-runes are a method of ancient writing to
conceal information from unwanted eyes. These An hourglass of study is a magical timekeeping device that
runes are carved in such a way that they could only allows the user to focus and study more than possible in an
be read when the moonlight shines on them. The hour. When you turn an hourglass of study and start reading,
light of the moon needs to be of the same moon writing, or researching, you complete two hours of work in
by which the night the runes were first written. If just one hour. The user also feels that two hours have passed
the runes were written under a full moon, they but to any observer from the outside, it has been only one
could only be read when the light of the full moon hour. Depending on the potency of the hourglass the extra
shines on them and so on. time it provides can also be longer. Many large libraries store
Some even more secretive and potent moon- hourglasses of study, only to be given to most trusted patrons
runes also required the moonlight to shine on who are in a dire hurry or trying to complete a task before a
them at the same time of the year, as when they short deadline.
were written.
An Amulet of Moonlight can possibly project the
necessary moonlight to reveal moon-runes on a
surface, depending on the potency of the runes
and the amulet.

34
Whatever its original purpose was, nowadays this ominous-
looking flower is only used for one thing: to forget about
reading a particular book. Once this flower is touched upon
the forehead of the reader and then placed inside the book it
has read, the reader slowly starts to forget the contents of the
book as the flower starts drying inside the book’s pages. The
whole process usually takes around 1d10 days depending on
the length of the book and the strength of the reader’s mind
against magical effects.
Some organizations use Shar’s Tulips to make their
employees forget about secret information they have read
while others just use these flowers to forget about a really
good book they have read, so they can read it again and enjoy
it just like the first time.

Map of Teleportation
Wondrous item, very rare
A map of teleportation looks just like a regular small-scale
map depicting a region. When you touch the center of the
map, it acts as a teleport spell and transports you and up to
eight willing creatures of your choice that you can see within
range or a single object that you can see within range, to the
region depicted on the map. The map can only be used once
every 24 hours. Depending on the skill of its crafter, the map
can teleport you directly on the spot you touched or to a
nearby location. It can also transport more or fewer creatures
depending on the potency of its magic. Generally, you need to
be willing to teleport for the magic of the map to work but,
there are rumors of teleportation maps being used as traps Speakstone
that transport the person who touches it without consent or Wondrous item, common
knowledge.
A speakstone is a small magical orb carved out of a shiny,
polished metal that can be used to read a written page out
Postage Case loud. When you put the orb on a page, it absorbs the written
Wondrous item, common knowledge and then repeats it out loud in a speaking voice.
A postage case is similar to a scroll case that is attached to Voice of a speakstone is selected by its crafter. Usually, a
messenger pigeons. This case has an interior space slightly clear-voiced bard is hired to be magically recorded as the
larger than its outside dimensions for storing letters, scrolls, voice of the speakstone, and the better the reader’s voice, the
and books. The case can store up to 10 pounds but the case more valuable the item is. Some crafters go to great lengths
weighs 14 ounces, regardless of its contents. These cases are at securing world-renowned minstrels to record their voices
attached to messenger pigeons to act as flying postage. They in their speakstones. These wondrous items are often used
are completely resistant to weather effects such as rain, wind, by old loremasters whose eyes are failing to read tiny
or snow and the case’s contents never get wet. scribbles, visually impaired people, or even by lazy parents to
read stories out loud to their children. Libraries usually have
speakstones that the patrons can use, but most of the time
Shar’s Tulip these speakstones have only whispering level voices.
Wondrous item, rare
A Shar’s Tulip is a dark-colored special variety of tulips that is
very rare to find. It is also unofficially known as Forget-Me
Flower. The origin of this magical flower is unknown but
some speculate that it was devised by the goddess Shar
herself to force forgetfulness upon mages and archmages,
rendering their spellbooks useless and make them more
susceptible to the Shadow Weave.

35
Appendix D: Strixhaven
Fuming Effigy
Fuming Effigy
Some elemental spirits are known for their
anger. Particularly the fire elementals. When an angry fire
elemental spirit inhabits and possesses an effigy, it can lash
out at anyone who dares to disturb it. These elementals are
mad with anger and it is impossible to reason with them.
These fuming effigies are usually created as a result of an
inexperienced mage trying to summon a fire elemental from
its native plane of fire and then being unable to control it, the
elemental latches on to a nearby statue or similar host object,
becoming the corporeal, burning nightmare that is the fuming
effigy.
Elemental Nature. An elemental doesn't require air, food,
drink, or sleep.

Fuming Effigy Illumination. The elemental sheds bright light in a 30-


foot radius and dim light in an additional 30 feet.
Large elemental, neutral
Siege Monster. The elemental deals double damage to
Armor Class 15 (natural armor) objects and structures.
Hit Points 114 (12d10 + 48)
Speed 30 ft. Water Susceptibility. For every 5 feet the elemental
moves in water, or for every gallon of water splashed
on it, it takes 1 cold damage.
STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 18 (+4) 7 (-2) 10 (+0) 8 (-1)
Actions
Multiattack. The elemental makes two slam attacks.
Damage Resistances bludgeoning, piercing, and Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one
slashing from nonmagical attacks target. Hit: 12 (2d8 + 3) bludgeoning damage and 5
Damage Immunities fire, poison (1d10) fire damage. If the target is a creature or a
Condition Immunities exhaustion, paralyzed, petrified, flammable object, it ignites. Until a creature takes an
poisoned, prone, unconscious action to douse the fire, the target takes 5 (1d10) fire
Senses darkvision 60 ft., tremorsense 60 ft., passive damage at the start of each of its turns.
Perception 10
Languages Ignan, Terran Fuming (Recharge 5–6). The elemental emits deadly gas.
Challenge 6 (2,300 XP) Each
creature within 5 feet of it must make a DC 15
Constitution saving throw, taking 28 (8d6) poison
Earth Glide. The elemental can burrow through damage on a failed save, or half as much damage on a
nonmagical, unworked earth and stone. While doing so, successful one.
the elemental heats up the material it moves through.

36
Lightscribe
Lightscribes are specialized mages who are experts in spells
and runes that involve radiant energies. These spellcasters
can use their magic to harm their foes and support their
allies. Lightscribes can fill the hearts of their friend with hope
and pride, using the awe-inspiring power of the light.

Lightscribe Actions
Medium humanoid (any race), any alignment Light-rune Mace. Melee Weapon Attack: +4 to hit, reach
5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage
Armor Class 12 (15 with mage armor)
plus 3 (1d6) radiant damage.
Hit Points 49 (9d8 + 9)
Speed 30 ft. Blinding Explosion (Recharge 5–6). The lightscribe
creates a magical blinding explosion of light centered
on a point it can see within 120 feet of itself. Each
STR DEX CON INT WIS CHA creature in a 20-foot-radius sphere centered on that
12 (+1) 14 (+2) 12 (+1) 16 (+3) 12 (+1) 15 (+2) point must make a DC 13 Dexterity saving throw,
taking 28 (8d6) radiant damage on a failed save, or half
Saving Throws Int +6, Cha +5 as much damage on a successful one. Creatures that
Skills Arcana +9, History +6 fail the saving throw become blinded until the end of
Senses passive Perception 11 the lightscribe's next turn.
Languages Common, Dwarvish and any two languages
Challenge 7 (2,900 XP) Reactions
Runic Defense (3/Day). When the lightscribe is hit by an
Spellcasting. The lightscribe is a 9th-level spellcaster. Its attack, the lightscribe protects itself with a translucent
spellcasting ability is Intelligence (spell save DC 14, +6 barrier of radiant magical light. Until the end of its next
to hit with spell attacks). The lightscribe has the turn, the lightscribe gains a +5 bonus to AC, including
following spells prepared:
against the triggering attack.
Cantrips (at will): blade ward, light, mending, word of
radiance
Guided Strike (Recharges after a Short or Long Rest). The
1st level (4 slots): chromatic orb, detect magic, mage lightscribe grants a + 10 bonus to an attack roll made
armor, shield
by itself or another creature within 30 feet of it. The
2nd level (3 slots): heat metal, scorching ray, zone of lightscribe can make this choice after the roll is made
truth
but before it hits or misses.
3rd level (3 slots): beacon of hope, counterspell, glyph
of warding

4th level (3 slots): fire shield, sickening radiance

5th level (1 slot): wall of light

37
Lumimancer
Lumimancers are specialist wizards who harness the
magical energies of light. Most of these spellcasters are
highly intelligent and peaceful individuals, only choosing
violence when there is no other alternative. They prefer to Lumimancer
defeat their foes using their wits and radiant arcane powers. Medium humanoid (any race), any good alignment

Armor Class 12 (15 with mage armor)


Apprentice Lumimancer Hit Points 52 (8d8 + 16)
Speed 30 ft.
Medium humanoid (any race), any good alignment

Armor Class 11 (14 with mage armor) STR DEX CON INT WIS CHA
Hit Points 22 (4d8 + 4)
Speed 30 ft. 10 (+0) 14 (+2) 14 (+2) 16 (+3) 14 (+2) 14 (+2)

Skills Arcana +9, History +6, Medicine +5,


STR DEX CON INT WIS CHA Persuasion +5, Religion +6
10 (+0) 12 (+1) 12 (+1) 15 (+2) 12 (+1) 11 (+0) Senses passive Perception 12
Languages Common and any three other language
Challenge 5 (1,800 XP)
Skills Arcana +6, History +4, Medicine +3, Religion
+4
Spellcasting. The lumimancer is a 5th-level
Senses passive Perception 11
spellcaster. Its spellcasting ability is Intelligence
Languages Common and any other language
(spell save DC 14, +6 to hit with spell attacks). It
Challenge 2 (450 XP)
has the following spells prepared:
Spellcasting. The apprentice is a 3rd-level Cantrips (at will): dancing lights, fire bolt, light,
spellcaster. Its spellcasting ability is Intelligence sacred flame

(spell save DC 12, +4 to hit with spell attacks). It 1st level (4 slots): color spray, faerie fire, guiding
has the following spells prepared: bolt, mage armor

2nd level (3 slots): darkness, moonbeam, see


Cantrips (at will): dancing lights, light, sacred flame
invisibility

1st level (4 slots): color spray, faerie fire, guiding 3rd level (2 slots): daylight, fireball
bolt, mage armor

2nd level (2 slots): darkness, moonbeam Actions


Actions Dagger. Melee or Ranged Weapon Attack: +5 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 4
Dagger. Melee or Ranged Weapon Attack: +3 to hit, (1d4 + 2) piercing damage.
reach 5 ft. or range 20/60 ft., one target. Hit: 3
(1d4 + 1) piercing damage. Staff of Lumination. Melee Weapon Attack: +3 to hit,
reach 5 ft., one target. Hit: 9 (2d8) bludgeoning
Simple Staff of Lumination. Melee Weapon Attack: damage plus 4 (1d8) radiant damage.
+2 to hit, reach 5 ft., one target. Hit: 3 (1d6)
bludgeoning damage plus 2 (1d4) radiant damage. Blinding Lumination (Recharge 5-6). The lumimancer
hurls a flashing lightbeam at a point it can see
within 20 feet of it. The beam explodes in a
blinding flash of light on impact. Each creature
within 5 feet of the flash must succeed on a DC 13
Dexterity saving throw or be blinded until the end
of the lumimancer's next turn.

38
Reflective Golem
Large construct, unaligned
Reflective Golem
Armor Class 16 (natural armor)
A reflective golem is a construct sculpted from delicate, Hit Points 102 (12d10 + 36)
highly reflective metals. Apart from acting as a mirror, these Speed 30 ft.
golems can also reflect spells and other arcane energies
directed at them. Their spell-reflection feature makes them
highly prized for anyone who is planning to go against STR DEX CON INT WIS CHA
spellcasters. 20 (+5) 7 (-2) 16 (+3) 3 (-4) 11 (+0) 1 (-5)
Constructed Nature. A golem doesn't require air, food, drink, Damage Resistances bludgeoning, piercing, and
or sleep. slashing from nonmagical attacks that aren't
adamantine
Damage Immunities fire, poison, psychic;
bludgeoning, piercing, and slashing from magical
attacks that aren't adamantine
Condition Immunities charmed, exhaustion,
frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., tremorsense 60 ft., passive
Perception 10
Languages understands the languages of its creator
but can't speak
Challenge 8 (3,900 XP)

Immutable Form. The golem is immune to any spell


or effect that would alter its form.
Magic Resistance. The golem has advantage on
saving throws against spells and other magical
effects.
Magic Weapons. The golem's weapon attacks are
magical.

Actions
Multiattack. The golem makes two slam attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 18 (3d8 + 5) bludgeoning damage.

Reactions
Spell Reflection. If the golem makes a successful
saving throw against a spell, or a spell attack misses
it, the golem can choose another creature
(including the spellcaster) it can see within 30 feet
of it. The spell targets the chosen creature
instead
of the golem. If the spell forced a saving throw, the
chosen creature makes its own save. If the spell
was an attack, the attack roll is rerolled against the
chosen creature.

39
Ruin Rescuer Spirit & Ruin Warden
Some ruins in the world are inhabited by more than simple
monsters. Particularly the ruins of old magic academies or
ancient libraries can have very extraordinary dwellers. A ruin
rescuer spirit is a type of ghost that is bound to a certain
ruined structure. These good-natured spirits go out of their
way to aid people who get lost or injured while exploring the
ruins they are bound to. They very, very rarely engage in Ruin Rescuer Spirit
combat and instead focus most of their energies on guiding Medium undead, neutral good
and helping unlucky mortals.
Ruin wardens on the other hand are guardian constructs, Armor Class 12
Hit Points 31 (7d8)
usually sculpted out of stone statues, that are tasked with Speed 0 ft., fly 40 ft. (hover)
defending certain ruins against intruders and looters. These
wardens have no feelings or will of their own, simply existing
forever to defend the ruins they are assigned to as lifeless and STR DEX CON INT WIS CHA
ageless sentries. 7 (-2) 14 (+2) 10 (+0) 12 (+1) 14 (+2) 12 (+1)

Damage Resistances acid, fire, lightning, thunder;


bludgeoning, piercing, and slashing from
nonmagical attacks
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion,
frightened, grappled, paralyzed, petrified,
poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 11
Languages any languages it knew in life
Challenge 3 (700 XP)

Incorporeal Movement. The spirit can move through


other creatures and objects as if they were difficult
terrain. It takes 5 (1d10) force damage if it ends its
turn inside an object.
Rejuvenation. If it is destroyed, the spirit re-forms
after 24 hours.
Spellcasting. The spirit is a 4th-level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 12, +2
to hit with spell attacks), and It requires no somatic
or material
components to cast its spells. It has the
following cleric spells prepared:

Cantrips (at will): guidance, light, mending, spare


the dying

1st level (4 slots): cure wounds, sanctuary, shield of


faith

2nd level (3 slots): aid, calm emotions

Actions
Ghostly Touch. Melee Weapon Attack: +3 to hit,
reach 5 ft., one target. Hit: 13 (3d6 + 3) necrotic
damage.

40
Ruin Warden Immutable Form. The construct is immune to any spell
or effect that would alter its form.
Medium construct, unaligned
False Appearance. While the construct remains
Armor Class 15 (natural armor)
motionless, it is indistinguishable from a stone statue.
Hit Points 76 (9d8 + 36)
Speed 30 ft. Magic Resistance. The construct has advantage on
saving throws against spells and other magical effects.

STR DEX CON INT WIS CHA Actions


20 (+5) 10 (+0) 18 (+4) 3 (-4) 11 (+0) 1 (-5) Multiattack. The construct makes two melee attacks.

Damage Immunities poison, psychic; bludgeoning, Stone Battleaxe. Melee Weapon Attack: +8 to hit, reach
piercing, and slashing from nonmagical attacks that 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.
aren't adamantine Slow (Recharge 5–6). The construct targets one or more
Condition Immunities charmed, exhaustion, frightened, creatures it can see within 10 feet of it. Each target
paralyzed, petrified, poisoned must make a DC 15 Wisdom saving throw against this
Senses darkvision 120 ft., passive Perception 10 magic. On a failed save, a target can't use reactions, its
Languages understands the languages of its creator but speed is halved, and it can't make more than one attack
can't speak on its turn. In addition, the target can take either an
Challenge 5 (1,800 XP) action or a bonus action on its turn, not both. These
effects last for 1 minute. A target can repeat the saving
throw at the end of each of its turns, ending the effect
on itself on a success.

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Thiromancer Types of Thiromancers
Thiromancers (also known in some magic academies as Most thiromancers can only transform into one
animal wizards) are specialized spellcasters who can specific animal in their life while rarely some
transform themselves into an animal and back again at will. extraordinary talented ones can transform
While some wizards can innately acquire this skill through themselves into different kinds of animals at will.
their families, others must have great skill, practice, and
patience to study and achieve this transformation.

Animal Forms of Thiromancers


Thiromancer The thiromancers receive the following traits (use
Medium humanoid (any race), any alignment the better one when both animal and human form
have the same skill) when they are in their
Armor Class 11 (in humanoid form) respective animal forms:
Hit Points 33 (6d8 + 6)
Speed 30 ft.
Cat
Armor Class 12

STR DEX CON INT WIS CHA Speed 40 ft., climb 30 ft.

Skills. Stealth +4

10 (+0) 12 (+1) 13 (+1) 16 (+3) 14 (+2) 10 (+0) Senses darkvision 60 ft., passive perception 13

Evasion. If the cat is subjected to an effect that


Saving Throws Int +5, Wis +4 allows it to make a Dexterity saving throw to take
Skills Arcana +7, Survival +4 only half damage, the cat instead takes no damage
Senses passive Perception 12 if it succeeds on the saving throw, and only half
Languages any three languages (can't speak in damage if it fails.

animal form) Claws. Melee Weapon Attack: +1 to hit, reach 5 ft.,


Challenge 4 (1,100 XP) one target. Hit: 2 slashing damage.

Keen Hearing and Smell. The thiromancer has Dog


advantage on Wisdom (Perception) checks that rely Armor Class 13

on hearing or smell. Skills. Stealth +1

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,


Shapechanger. The thiromancer can use its action to
one target. Hit: 7 (2d4 + 2) piercing damage. If the
transform into an animal, or back into its true form,
target is a creature, it must succeed on a DC 11
which is humanoid. Its statistics, other than its size,
Strength saving throw or be knocked prone.
are the same in each form. Any equipment it is
wearing or carrying isn't transformed. It reverts to
its true form if it dies. Rat
Speed 30 ft., climb 20 ft.

Spellcasting. The thiromancer is a 7th-level Skills. Stealth +6

spellcaster. Its spellcasting ability is Intelligence Senses darkvision 30 ft.

(spell save DC 13, +5 to hit with spell attacks). The Cunning Action. On each of its turns, the rat can
thiromancer has the following spells prepared: use a bonus action to take the Dash, Disengage, or
Cantrips (at will): druidcraft, firebolt, light, mage Hide action.

hand
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft.,
1st level (4 slots): detect magic, longstrider, magic one target. Hit: 1 piercing damage plus 2 (1d4)
missile, speak with animals
poison damage.
2nd level (3 slots): animal messenger, beast sense,
mirror image

3rd level (3 slots): counterspell, lightning bolt,


Stag
Armor Class 12

water breathing

4th level (1 slot): dominate beast Speed 50 ft.

Charge. If the stag moves at least 20 feet straight


toward a target and then hits it with a ram attack
Actions on the same turn, the target takes an extra 7 (2d6)
Quarterstaff. Melee Weapon Attack: +2 to hit, reach damage. If the target is a creature, it must succeed
5 ft., one target. Hit: 3 (1d6) bludgeoning damage, on a DC 13 Strength saving throw or be knocked
4 (1d8) bludgeoning damage if wielded with two prone.

hands. Ram. Melee Weapon Attack: +5 to hit, reach 5 ft.,


one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Hooves. Melee Weapon Attack: +5 to hit, reach 5


ft., one prone creature. Hit: 8 (2d4 + 3)
bludgeoning damage.

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