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lawful influence, gaining a flaw.

Additionally, using any piece


Rod of Seven Parts of the rod alert the Queen of Chaos to its approximate
location.
Originally named the Rod of Law, the magical artifact Even when assembled the rod is unstable, owing to
known as the rod of seven parts was a crucial weapon in an the lingering taint of chaos. Every time the wielder uses a
ancient war between the elemental Wind Dukes of Aaqa resonance property of the rod or property gained from
and the fiendish Queen of Chaos. Long ago, in an age of having 2 or more pieces they roll a d20. On the
legends, the two philosophies struggled without regard for result of 1, the rod is sundered and each pieces

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good or evil across numerous worlds and realms. The two teleports away 2d100 miles in a random direction.
sides were evenly matched, locked in a stalemate. But this
began to break when the Queen of Chaos appointed a Sense Fragments. While holding the rod, as an
demon lord as her new general: Miska the Wolf-Spider. action you can determine the direction of the next
Fearing defeat, the Wind Dukes marshalled their

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largest piece. This does not determine the distance
forces. Their seven Captains of Law combining their from the piece, just its direction. This ability only
might to forge a weapon that could lead them to functions if you are 200 feet or more away from the next
victory. The Rod of Law was specifically created to largest piece.
slay Miska and rout the forces of chaos. It was during Driven To Order. While holding or carrying the rod
the Battle of Pesh when the rod was finally used against you can't abide disorder. You keep yourself and your
Miska, but the forces of the Wind Dukes only managed to equipment clean and neat, and always arrange your
wound the demon and the rod was shattered into seven belongings in some kind of logical order.
pieces. While Miska survived the attack, a portion of the
fiend's power was trapped in the rod, greatly diminish his Properties of Ruat. While holding this 4-inch

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power and tainting the rod with his chaotic essence.
When the rod was sundered, its seven fragments were
scattered across a mortal world. Since then, many
attempts have been made to recreate the rod, but its
chaotic taint always conspires to scatter the fragments
long tip of the rod, as an action you can cast cure
wounds. The rod can be used five times, after which
it can't be used again until the following dawn.
Properties of Caelum. While holding this 5-inch
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long piece of the room, as an action you can cast slow
anew. If reassembled, the rod is believed to be the key (save DC 17) with a duration of 10 minutes. Once used,
to slaying Miska, but it could also restore the demon the rod can't be used again until the following dawn.
prince to his true power and release him from his Properties of Fiat. While holding this 6-inch long
eternal imprisonment in Pandemonium. piece, as an action you can cast haste with a duration of
Rod of Seven Parts 10 minutes. Once used, the rod can't be used again
Wondrous item, artifact until the following dawn.
Properties of Justitia. While holding this 8-
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Individual pieces of the rod vary in length from four to


fifteen inches in length. When assembled, the Rod of Seven inch long piece, as an action you can cast gust of
Parts is five feet long and gently tapers from two-inches in wind (save DC 17). The rod can be used five times,
diameter to just under half an inch. The metal rod is matte after which it can't be used again until the
black and of indeterminate weight: while each piece feels following dawn.
solid, they feel weightless when held. Properties of Ecce. While holding this 10-inch
The command words for each piece are "Ruat," long piece, as an action you can cast true seeing.
"Caelum," "Fiat," "Justitia," "Ecce," "Lex," and "Rex," which Once used, the rod can't be used again until the
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comprise a phrase that translates as "Though heaven fall, following dawn.


let justice be done. Behold! Law is king." Properties of Lex. While holding this 12-inch long
Pieces of the rod are immune to all types of piece, as an action you can cast hold monster (save DC 17).
damage, including damage from magical sources. If Once used, the rod can't be used again until the
targeted by an effect that could unmake it or if it’s following dawn.
placed in a situation where it could be destroyed, the Properties of Rex. While holding this 15-inch long
rod teleports away 1d100 miles in a random piece, as an action you can cast heal. Once used, the rod
direction. can't be used again until the following dawn.
Carrying the rod is subtly hazardous. Creatures
wielding one or more pieces of the rod falls under its
Properties of 2 Pieces. While holding two joined pieces beneficial properties. Assembling five confers 1 major
of the rod, as an action you can cast fly. Once you do so, this beneficial property in addition to the minor beneficial
property it can't be used again for 1 hour. properties. Assembling six pieces confers 2 major beneficial
Flaw: "I refuse to randomly make decisions when I properties instead of just 1.
could employ more lawful means." If the entire rod is assembled in order its true power is
Properties of 3 Pieces. While holding three joined unlocked. In addition to the above beneficial properties, as
pieces of the rod, you have advantage on all saving throws an action while holding the rod you can cast true resurrection
against spells. requiring no material components. However, when you use

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Additionally, the rod also functions as a club. Damage this property, the rod is immediately sundered. The pieces
dealt by the rod is considered magical. vanish through a planar rift, appearing on a random world
Flaw: "I will not knowingly violate the letter of the law, in the Prime Material Plane, with the pieces scattering
no matter how absurd that law or how minor the 2d100 miles apart. There is no way to tell onto which

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infraction." world the rod will move, but it never appears on the same
Properties of 4 Pieces. While holding four joined world twice in a row.
pieces of the rod, as an action you can cast wind wall. This
property can be used twice, after which it can't be used New Beneficial Properties
again until the following dawn. You can choose to use the below beneficial properties
Flaw: "Everything I say is the literal truth and I never for the rod of seven parts in place of the beneficial properties
deliberately lie, but I may evade the truth or use obscure in the Dungeon Master's Guide.
statements."
Properties of 5 Pieces. While holding five joined Minor Beneficial Properties
pieces of the rod, as an action you can cast • While wielding the rod, as a bonus action you can

again until dawn the following day.


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polymorph. Once you do so, you can't use this property

Additionally, the rod also functions as a mace.


Damage dealt by the rod is considered magical.
gain a fly speed equal to half your walking speed until the
end of your turn.
• While wielding the rod, creatures from the
Elemental Plane of Air are intimidated by your presence.
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Flaw: "Extreme emotion make me uncomfortable, Creature native to the plane are frightened of you until
and I strongly dislike becoming angry, envious, or you target them with a spell or an attack.
fearful." • While wielding the rod, you can easily influence
Properties of 6 Pieces. While holding six joined creatures from the Elemental Plane of Air. Creature
pieces of the rod, as an action you can cast wind native to the plane are charmed by you until you target
walk. Once you do so, you can't use this property again them with a spell or an attack.
until dawn the following day. Major Beneficial Properties
Flaw: "I take everything I hear or read absolutely
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• While wielding the rod, you can cast control weather.


literally. I lack any understanding of sarcasm, metaphor,
Once you cast the spell, you can do so again until 7 days
or symbolism."
have passed.
Properties of 7 Pieces. While holding the fully
• While wielding the rod, you can conjure a
reassembled rod, as an action you can cast greater
whirlwind. The whirlwind takes 1 minute to form, and is
restoration. Once you do so, you can't use this property
10 feet wide at the base and 40 feet wide at the top. It
again until dawn the following day.
lasts as long as you maintain your concentration, as if
Additionally, the rod also functions as a quarterstaff.
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concentrating on a spell, up to 8 hours. As an action, you


Damage dealt by the rod is considered magical.
can command the whirlwind to move up to 80 feet in a
Flaw: "I am driven to maintain the primacy of law
direction of your choosing or to a location you can see.
over chaos in every situation, whether for good or for ill.
Up to 6 Medium creatures of your choice can ride inside
Anyone who does not adhere to my views is the enemy,
the whirlwind, being carried with it as it moves. Other
even former friends and party members."
creatures that enter the whirlwind are buffeted violently,
and must succeed on a DC 15 Strength saving throw or
Resonance Properties. The rod gains additional
take 10 (3d6) bludgeoning damage and be flung 20 feet
powers when it is reassembled in order, from the
away in a random direction.
smallest piece to the largest.
Combining the first three pieces confers 1 minor
beneficial property. Assembling four pieces confers 2 minor
disassembled. In this instance, pieces of the rod can only be
Assembling the Rod separated after using of its magical powers.
As an artifact of Order, each of the rod's segments don't
appear broken, but instead seem to be a whole rod. However,
the broken ends of the rod have intricate geometric facets
that allow two pieces to connect together with some patience
Monsters
and careful manipulation. Each piece can only be joined to Below are a few monsters associated with the rod of seven
the next smaller or larger piece. Connecting pieces of the rod parts, including the long-trapped demon lord who tainted

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is a time consuming process, requiring 3d6 minutes and a the Rod of Law.
successful DC 10 Intelligence check to slide and twist the
pieces together. Miska the Wolf-Spider
Assembling pieces of the rod can sometimes be as simple
as fitting the pieces together. However, the chaos of Miska The demon lord, Miska the Wolf-Spider, was recruited by

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will often cause fragments to scatter when brought too close the obyrith known as the Queen of Chaos to lead her armies,
together. If two pieces of the rod are moved within a foot of and threatened to win the war against the forces of law. But
each other, the larger piece during the Battle of Pesh on the distant world
will teleport 1d100 miles of Oerth, the Wolf-Spider found
away in a random direction. himself facing the Rod of Law. The rod
To prevent pieces from was driven deep into the demon's
teleporting when brought body, and his blood poured over the
into proximity, magical weapon. As his chaotic blood mingled
glyphs must be inscribed with an object of purest order and law
upon the pieces being
reassembled. The glyphs have
to be written using a brush
crafted from the hair of lawful
creatures (often one good
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shattering the rod and casting all
seven pieces and Miska through
planar rifts.
Miska remained imprisoned
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creature and one evil creature) for eons, trapped in a citadel of
and pigment is made from chaos in the depths of
diamond, iron, and lead. Each Pandemonium, which was sealed
piece of the rod requires its by a cocoon of law.
own unique glyph, which
must be discovered through Miska and the Rod
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the rod of seven parts, Miska


Disassembling the can't be permanently slain. If
reduced to 0 hit points, Miska
Rod automatically stabilizes. After 24
While chaotic forces strive to keep the rod scattered, once hours, he regains 1 hit point and begins regenerating.
two pieces have been joined together they can't easily be Because some of is his essence is bound into the rod of
separated. Once joined, pieces remain affixed and can't seven parts, Miska lacks his full power. If restored to full
simply be pulled apart. Instead, a wish spell or similar magic
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strength Miska has 368 (32d12 + 208) hit points, his


is required to separate the pieces. Strength increases to 29 (+9) and his Intelligence becomes 15
Disassembling the rod requires a reversed form of the (+2), he gains an additional Legendary Action and another
glyphs required to assemble the rod and one unattached use of his Legendary Resistance feature. Fully restored, Miska
piece. The reversed glyph is inscribed on the unattached is CR 22 (41,000 XP)
piece, which is then used to strike the partially assembled Miska can take back the portion of his essence contained
rod. This causes all the pieces of the rod to fall apart and the in the rod by grasping the fully assembled rod with two
largest piece teleports away 1d100 miles in a random hands. He will also be restored if rod's true resurrection
direction. property is used on him.
However, if the partially rod was assembled in order,
from the smallest piece to the largest, it can't be purposely
Miska
Gargantuan fiend (demon), chaotic evil
Armor Class 21 (natural armour)
Hit Points 276 (24d12 + 120)
Speed 30 ft, climb 30 ft.

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Str 21 (+5) Dex 13 (+1) Con 20 (+5)
Int 9 (-1) Wis 14 (+2) Cha 18 (+4)
Saving Throws Dexterity +7, Constitution +11, Intelligence +5
Skills Acrobatics +7, Intimidate +10
Damage Resistances cold, fire, lightning

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Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses truesight 120 ft., passive Perception 12
Languages all, telepathy 120ft.
Challenge 19 (22,000 XP)
Innate Spellcasting. Miska's spellcasting ability is Charisma (spell save DC 18). Miska can cast the following spells,
requiring no material components:
At will: crown of madness, detect magic
3/day: mirror image, slow, polymorph

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Legendary Resistance (2/Day). If Miska fails a saving throw, it can choose to succeed instead.
Magic Resistance. Miska has advantage on saving throws against spells and other magical effects.
Magic Weapons. Miska's weapon attacks are magical.
Regeneration. Miska regains 10 hit points at the start of his turn. If it takes fire or radiant damage, this trait doesn't
function at the start of its next turn. Miska dies only if he starts his turn with 0 hit points and doesn't regenerate.
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Spider Climb. Miska can climb difficult surfaces, including upside down on ceilings, without needing to make an ability
check.
Web Walker. Miska ignores movement restrictions caused by webbing.
Actions
Multiattack. Miska can use his Frightful Presence and then make two bite attacks and two scimitar attacks. Miska can't
target the same creature with both bite attacks
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) piercing damage, and the target must
make a DC 19 Constitution saving throw. On a failed save, they take 8 (2d4) poison damage and are poisoned for 10
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minutes, while on a successful one they take half as much damage and aren't poisoned. If the poison damage
reduces the target to 0 hit points, the target is stable but paralyzed while poisoned in this way.
Scimitar. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 13 (2d6 + 5) slashing damage. Lawful creatures
hit by this attack must succeed on a DC 15 Constitution saving throw or take an additional 5 (1d10) necrotic damage.
Frightful Presence. Each creature of Miska's choice that is within 120 feet of Miska and aware of it must succeed on a DC
18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends
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for it, the creature is immune to Miska’s Frightful Presence for the next 24 hours.
Reaction
Venomous Blood. When Miska is hit by a weapon attack, the attacker must succeed on a DC 19 Dexterity saving throw
or take 6 (1d12) poison damage.
Legendary Actions
Miska can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a
time and only at the end of another creature's turn. Miska regains spent legendary actions at the start of his turn.
Mace. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.
Move. Miska moves up to his speed. This movement doesn't provoke opportunity attacks.
Spyder-fiends
Spyder-fiends are a subtype of demon that serve the Kakkuu
Queen of Chaos, and believed to originate from Medium fiend (demon), chaotic evil
the union of the Queen and her lover and general,
Armour Class 15 (natural armour)
Miska. While their queen dispatches spyder Hit Points 44 (8d8 + 8)
-fiends on errands throughout the multiverse, the Speed 30 ft, climb 30 ft.
demons hail from of the Steaming Fen, an Abyssal

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Str 14 (+2) Dex 16 (+3) Con 13 (+1)
layer covered in a vast salt marsh bordering a
Int 3 (-4) Wis 11 (+0) Cha 6 (-2)
turbulent ocean. The Queen of Chaos rules the
Skills Perception, +2, Stealth +5
entire fourteenth layer of the Abyss from beneath
Damage Resistances cold, fire, lightning, poison;
the waves, where the ancient obyrith schemes to
bludgeoning, piercing, and slashing from nonmagical

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free Miska and restart her war against the rest of attacks
reality. Damage Immunities poison
Lupine Arachnids. Spyder-fiends combine the Condition Immunities poisoned
worst traits of spiders and wolves. All resemble Senses truesight 120 ft., passive Perception 12
massive spiders with wolf like heads, but the larger Languages Abyssal (can't speak)
breeds also possess humanoid arms, which are Challenge 2 (450 XP)
capable of wielding weapons. The demons hunt in Group Assault. The spyder-fiend's melee attacks deal an
packs, but Spyder-fiends only eat creatures they additional 3 (1d6) damage if it has at least one ally is
catch themselves, consuming prey while it's still within 5 feet of the creature provided that ally isn't
alive and conscious. They prefer to ambush incapacitated.

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potential victims rather than engaging in frontal
assaults, and enjoy dropping down on victims from
hidden silken lines or charging to strike from the
rear. Bloodthirsty and animalistic, lesser fiends
Magic Resistance. The spyder-fiend has advantage on
saving throws against spells and other magical effects.
Spider Climb. The spyder-fiend can climb difficult
surfaces, including upside down on ceilings, without
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have the dispositions of rabid wolves. While more needing to make an ability check.
advanced spyder-fiends are intelligent, they are no Web Walker. The spyder-fiend ignores movement
less predatory. restrictions caused by webbing.
Silk Spinners. The bulbous abdomens of Actions
Spyder-fiends have spinnerets that produce sturdy Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
strands of silk, which they can project up to thirty target. Hit: 8 (2d4 + 3) piercing damage. If the target is
feet. This fine silk is not sticky, but individual a creature it also takes 4 (1d8) poison damage and
stands are virtually invisible in dim light. Spyder- must make a DC 11 Constitution saving throw. On a
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fiends can't spin webs like mundane spiders, and failure, the creature is poisoned for 1 minute, and its
instead employ their silk for other uses. Typically, speed is reduced by 10 feet while poisoned in this way.
spyder-fiend uses their silk to suspend themselves If the saving throw fails by 5 or more, the affected
from the ceiling, so that they can drop on creature is instead paralyzed while poisoned in this
unsuspecting prey. In larger chambers, they way.
crisscross the area with strands to permit quick
movement in all three dimensions. Smart spyder-fiends also
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use their silk to create crude traps, such as tripwires and pits.
Many Variations. There are five main types of spyder-
fiend, ranging in size from that of a small pony to the tallest
warhorse. From weakest to most formidable there are the
kakkuu, spithriku, phisarazu, lycosidihth, and raklupis.
Spyder-fiends vary in intelligence relative to their size. Kakkuu
are animalistic hunters that communicate through wolf-like
snarls and howls. Phisarazu are capable of humanoid speech
tongue, but punctuated conversation with growls. The
raklupis is have beautiful and compelling voices, which seem
unnatural coming from the head of a feral wolf.
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Phisarazu
Large fiend (demon), chaotic evil
Armour Class 16 (natural armour)
Hit Points 97 (15d10 + 15)

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Speed 30 ft, climb 30 ft.
Str 14 (+2) Dex 16 (+3) Con 13 (+1)
Int 12 (+1) Wis 11 (+0) Cha 12 (+1)
Skills Perception, +3, Stealth +6
Damage Resistances cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities poisoned
Senses truesight 120 ft., passive Perception 12
Languages Abyssal, Common, telepathy 120ft.
Challenge 5 (1,800 XP)

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Group Assault. The spyder-fiend's melee attacks deal an additional 3 (1d6) damage if it has at least one ally is within 5 feet
of the creature provided that ally isn't incapacitated.
Innate Spellcasting. The phisarazu's spellcasting ability is Charisma (spell save DC 12). The spyder-fiend can innately cast
the following spells, requiring only verbal components:
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At will: fear, invisibility
3/day: mirror image, modify memory, telekinesis
Magic Resistance. The spyder-fiend has advantage on saving throws against spells and other magical effects.
Shapechanger. The phisarazu magically polymorphs into a Medium humanoid, or back into its true 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.
Spider Climb. The spyder-fiend can climb difficult surfaces, including upside down on ceilings, without needing to make an
ability check.
Web Walker. The spyder-fiend ignores movement restrictions caused by webbing.
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Actions
Multiattack. The phisarazu makes three melee attacks: two with its scimitars and one with its bite. Or it can make two
ranged weapon attacks.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature it
also takes 9 (2d8) poison damage and must make a DC 12 Constitution saving throw. On a failure, the creature is
poisoned for 1 minute, and its speed is reduced by 10 feet while poisoned in this way. If the saving throw fails by 5 or
more, the affected creature is instead paralyzed while poisoned in this way.
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Scimitar. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Shortbow. Ranged Weapon Attack: +11 to hit, range 40/160 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Iridescent Webbing (Recharge 5-6). The phisarazu projects a shimmering net of fragile webbing at a space it can see
within 60 feet. The net covers a 10-foot-radius area and coats all creatures and objects in its area. The webbing reflects
light, partially blinding creatures caught inside. Affected creatures have disadvantage on all attack rolls as well as
Wisdom (Perception) and Intelligence (Investigation) checks that rely on sight. Additionally, invisible creatures in the
area are revealed by the web. The web remains for 1 minute. As an action, affected creatures can remove the web from
their face, clearing their vision.
Raklupis
Large fiend (demon), chaotic evil
Armour Class 15 (natural armour)
Hit Points 142 (19d10 + 38)
Speed 30 ft, climb 30 ft.
Str 14 (+2) Dex 16 (+3) Con 14 (+2)
Int 17 (+3) Wis 11 (+0) Cha 16 (+3)

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Skills Deception +6, Perception, +3, Stealth +6
Damage Resistances cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities poisoned
Senses truesight 120 ft., passive Perception 12

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Languages Abyssal, Common, telepathy 120ft.
Challenge 7 (2,900 XP)
Group Assault. The spyder-fiend's melee attacks deal an additional 3 (1d6) damage if it has at least one ally is within 5 feet
of the creature provided that ally isn't incapacitated.
Innate Spellcasting. The raklupis's spellcasting ability is Charisma (spell save DC 14). The spyder-fiend can innately cast the
following spells, requiring only verbal components:
At will: fear, invisibility
3/day: mirror image, modify memory, telekinesis
1/day: mass suggestion

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Magic Resistance. The spyder-fiend has advantage on saving throws against spells and other magical effects.
Shapechanger. The raklupis magically polymorphs into a Medium humanoid, or back into its true 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.
Spider Climb. The spyder-fiend can climb difficult surfaces, including upside down on ceilings, without needing to make an
ability check.
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Web Walker. The spyder-fiend ignores movement restrictions caused by webbing.
Actions
Multiattack. The raklupis makes three melee attacks: two with its scimitars and one with its bite. Or it can make two ranged
weapon attacks.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature it
also takes 13 (3d8) poison damage and must make a DC 13 Constitution saving throw. On a failure, the creature is
poisoned for 1 minute, and its speed is reduced by 10 feet while poisoned in this way. If the saving throw fails by 5 or
more, the affected creature is instead paralyzed while poisoned in this way.
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Scimitar. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Shortbow. Ranged Weapon Attack: +11 to hit, range 40/160 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Venom Grenades (3/day). The raklupis weaves a globe of silk and fills it with its venom and then affixes to its back for later
use. Globes can be hurled at a space the raklupis can see within 30 feet. If the fragile globe strikes a solid surface it
explodes, filling a 15-foot-radius sphere with a cloud of poisonous gas. The cloud spreads around corners and its area is
lightly obscured. The cloud lasts for 10 minutes or until dispersed by a wind of moderate or greater speed. Each creature
that is completely within the cloud at the start of its turn must make a DC 13 Constitution saving throw against poison. On
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a failed save, the creature takes 14 (4d6) poison damage and is unable to speak until they end their turn outside the
cloud. Creatures that don’t need to breathe or are immune to poison automatically succeed on this saving throw.

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