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1643747-CoS Companion 13 - The Amber Temple
1643747-CoS Companion 13 - The Amber Temple
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other
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CREDITS COMPANION STRUCTURE
Author: Wyatt Trull
Editor: Jason Price The Companion is formulaic. Each chapter corresponds with
Layout: Wyatt Trull a Curse of Strahd chapter:
Graphic Design: Trevor Armstrong Chapter 1 acts as a campaign overview, concerned with its
Artists: Dean Spencer, James Webster, Adobe Stock Art characters and narratives.
Chapter 2 concerns Barovia itself, with an interest in its
weather, geography, random encounters, and locations.
ABOUT THE AUTHOR Chapters 3-15 concern their matching chapters in Curse of
Wyatt Trull is a bestselling author of over fifty D&D Strahd (i.e., both Chapter 3 of the Companion and Curse
products. He got his start publishing Curse of Strahd of Strahd concern the Village of Barovia).
supplements, such as Escaping Death House and The Wedding Appendices of the Companion provide the information
at Ravenloft. He has DM'ed Curse of Strahd thrice and, at for any a) magic items, b) creatures, and c) effects that
the time of writing, is in the middle of his fourth run. appear in the campaign. For example, Appendix B of
Dogged by a love of all things Ravenloft and crippling Chapter 3 provides statistics for all creatures found in the
debts, he decided to write his own guide to Curse of Strahd Village of Barovia.
in the wake of his bestselling Dungeon of Mad Mage Death House revises the campaign prologue and provides
Companion. new aids to better run it.
3
CHAPTER 13: THE AMBER TEMPLE
The Amber Temple was once founded to safeguard the By simply being in the Amber Temple, neutral- and
world from evil, but instead exists as a tomb for the good- good-aligned characters risk death, accruing Death saving
intentioned. With its many paranormal and extraplanar throws (that cannot be undone by healing or any magic but
inhabitants, the temple is a harrowing dungeon in its own a greater restoration spell) at the following intervals: after
right—but the Companion puts a different spin on it. The ten minutes inside its dark halls, after one hour, and after
Amber Temple is not a test of the adventurers' mettle, but eight hours. But the Temple is no glutton, oh no. Each and
of their souls. It's easy to walk in. It's easy to find the every time it preys upon its visitors' souls, the Temple
vestiges. It's all so very, very easy—for the true monster is offers them the opportunity to accept the evil already
temptation. Sure, there's dangerous enemies that must be lurking in their hearts. Should such a creature accept, they
fought, but the lich Exethanter welcomes all visitors, and so become evil and are spared the Temple's wrath.
his minions stand aside. So too do the vestiges welcome Enemies Revised. With the above variant in play, the
visitors, as does the Amber Temple itself—for under the Amber Temple has no need for so many hostile inhabitants.
Companion, it is now alive. The Companion thereby cuts down on the many creatures in
Genius Loci. The Companion heavily changes the Amber this chapter, focusing instead on fewer and more impactful
Temple, treating it as a place of utter danger but without battles. Neferon the arcanaloth is outright removed, judged
suffocating your players with numerous battles—for the to be an unnecessary and unfitting character with
Amber Temple is alive. With its wardens long dead, the Exethanter and the Amber Temple itself in the mix. So
dark seed at its heart has born bitter fruit: a sapient deep into your campaign, you're loathe to kill off a player,
malevolence. The Amber Temple is a genius loci, ever and so, this chapter should have little to no combat. Most
welcoming of visitors. Like Death House, the Temple is battles should be avoidable.
alive and it hungers for entertainment.
Chapter Overview
4
Author’s Criticisms CHAPTER PROGRESSION
The Amber Temple is far too crowded. So crowded, it cannot be The Amber Temple is a sandbox, but some order can be
a place of horror. Its halls are filled with golems, flameskulls, applied to its story in the form of the The Ecstasy of Amber
vampire spawn, specters, poltergeists, witches, wildlings, a lich, storyline:
a mage, and an arcanaloth. The emptier the temple, the
quieter, the far more terrifying it is. Further, at this point in the Act I spans the initial exploration of the Amber Temple
campaign—the penultimate chapter before delving into Castle and the presentation of its immediate characters:
Ravenloft—any good DM should be loathe to kill off a player Exethanter, Helwa, and Vilnius. Here, hints are made to
character and wreck the party's cohesion so late into the
campaign. the genius loci's existence when it preys upon the souls of
Where I believe Curse of Strahd's designers got it wrong is good- and neutral-aligned characters.
designing the Amber Temple as a traditional dungeon, instead Act II reveals the chapter's ticking clock: the Amber
of focusing on its pervasive evil and the risk of turning evil Temple will prey again on the adventurers' souls. Now
yourself. Combat is unnecessary here. The true danger of the with urgency, the adventurers must quickly explore the
Amber Temple is not nothics or slaad, but the evil already
lurking deep in the hearts of our heroes, and—when faced with Amber Vaults on the bottom floor, thereby introducing
certain death—whether they will abandon their petty ideals the vestiges, Barovian witches, and Vilnius' treachery.
for a chance to cling to life. Act III concerns whether Kasimir receives his Dark Gift,
and whether the adventurers erupt into an internecine
Skill Challenge. Like Death House, leaving the Amber battle over also accepting Dark Gifts of their own. It also
Temple is no simple task. The Companion provides a Skill spans attempts to leave the Amber Temple, which is a
Challenge to escape the temple. Spellcasters—a wizard or Skill Challenge in and of itself.
sorcerer player character, the Barovian witches, Vilnius, or In the Aftermath, Rahadin—off screen—may visit the
Kasimir Velikov—can harness the latent conjuration magic Amber Temple to pray and find that the vaults have been
of Strahd's teleportation network to teleport out from the opened. He then warns Strahd that the party may have
temple to the Tower of Khazan, or the menhirs at the secured new and dangerous powers.
Ruins of Berez, Yester Hill, or Old Bonegrinder. Doing so,
however, enrages the Amber Temple. For this to work, you QUICK NOTES
must have a spellcaster (even Exethanter as a last resort)
• Per the Companion…
facilitate the ritual to teleport out, so keep one alive.
• The Amber Temple is alive, sentient, and malevolent,
and good- or neutral-aligned creatures risk death the
CHAPTER OVERVIEW longer they remain in these evil halls. Periodically, it
The Amber Temple is the second-most gothic chapter in "tolls" for these characters, offering them the
the campaign and concerns the temptation of power. Will opportunity to change their alignment to evil, and
the righteous sacrifice their morals to wield the power inflicting a Death saving throw failure (that cannot be
necessary to defeat the Devil Strahd? Will they turn on erased by any means until they leave the temple) if they
their more venal companions who dare accept the Dark refuse.
Gifts? What happens if someone turns evil? • Several characters and most enemies have been
Ultimately, the greatest danger in the Amber Temple is removed from this chapter, namely Neferon, Rahadin,
the party's own desire for power. The Dungeon Master and the flameskulls.
needs only to present these opportunities; the players will • The vestiges and their Dark Gifts have been revised
take it from there, possibly destroying their own and condensed, reducing the number from twenty to
camaraderie. nine (one per vault, plus the three greater vestiges in
X42).
• Vilnius knows the password to three of the locked
Amber Vaults.
• The Companion advocates for the theft or loss of one of
the party's artifacts, preferably the holy symbol of
ravenkind, which is then deposited in the Amber
Temple, specifically Area X40.
• The Companion has added a spell scroll, potions of greater
healing, and three diamonds (for the revivify spell) in
Areas X7, X19, and X40, respectively.
• To open an Amber Vault one must succeed on a DC 25
Strength check or destroy the door (AC 15, 30 HP),
which releases necrotic energy in a 30-foot-cube,
inflicting 22 (4d10) necrotic damage to creatures within
this cube, turning any creature reduced to 0 hit points to
dust and bones.
Chapter Overview
5
CHECKLIST Vestiges
• Familiarize yourself with the vestiges, especially the ones Name Area Gift Summarized
that have stirred if you use the Companion's changes. See Dahlver-Nar XX33C Reincarnate (1x)
the Vestiges table. Delban X33D Cone of Cold (7x), cold resistance
• Ensure the adventurers achieve a short rest outside the Drizlash X33C Spider Climb
Amber Temple, as this gives them a chance to spend their
Hit Dice. Fekre X33A Contagion (3x)
• When in doubt, always refrain from combat and Great Taar Haak X33E 25 Strength for 10 days
inflicting damage, reducing the number of enemies even Khirad X33D Scrying (3x)
further, as you see fit. You do not want the adventurers to Norganas X33F Finger of Death (3x)
die to combat, but to the Amber Temple's "tolls." Savnok X33B Mind Blank
Seriach X33F 2 hell hounds
RUNNING THE CHAPTER Shami-Amourae X33B Suggestion (3x)
Ordinarily, the Amber Temple is treated as a dungeon with Sykane X33A Flight
many disparate threats all eager to murder the adventurers, Tarakamedes X33B Lichdom
but the Companion treats it as a horror. The strongest type
Tenebrous X42 Vampirism
of fear is the fear of the unknown, and when a character
peers into the Amber Temple, all they should see is Vampyr X42 Secrecy & evasion
overwhelming darkness. That is why most enemies, Vaund X33F +30 HP
notably Neferon, have been stripped from the chapter and Yog X33E Truesight
darkvision has been denied. We want our adventurers to be Zantras X33E +4 Charisma
alone in the vast, empty dark as a ravenous spirit watches Zhudun X42 Resurrection (1x)
on. This fear and tone can be ruined by even speaking to Zrin-Hala X33A Lighting bolt (3x)
the flameskulls, hence their removal.
The genius' loci's deprivations are crucial to this horror.
Simply entering the Temple provokes fear and agony. The
DRAMATIS PERSONAE
overwhelming darkness and silence provides suspense. You This chapter features the following characters:
invoke body horror whenever the Amber Temple preys
upon good- and neutral-aligned characters. As the bell THE AMBER TEMPLE
continues to toll, you want these adventurers to scramble The Amber Temple is alive. Per the Companion's Genius Loci
from the temple, to scream at their companions—like variant, the Amber Temple has grown sapient. This
Kasimir Velikov—that wish to delve deeper that now is the malevolence has grown fat over the long years, gnawing on
time to flee. Exethanter's memories, the vestiges' evil, and the souls of
Resting & Damage. At most, the adventurers can achieve a those foolish enough to enter its blasphemous halls. It's
short rest, which they will need after the events of Tsolenka only delight—Its only purpose—is to corrupt mortals. The
Pass. As such, refrain from inflicting damage and forcing Temple cares nothing for the vestiges therein, giving them
combat. the same attention a dog pays to its fleas.
Abilities. Except for Its ability to impose death saving
ADVANCEMENT throw failures, the Amber Temple is largely powerless. It
If the adventurers are 8th level, and there are no more has minor telekinetic abilities, can whisper to It's
challenges in the campaign after this chapter but Castle inhabitants, and cause the entire temple to shiver or
Ravenloft, they advance to 9th level. shatter. It can also control the undead in its halls, to a
degree, sending them after the adventurers, which it does if
TIME they attempt to leave before It's had its fun.
Roleplaying the Genius Loci. The Amber Temple seldom
The Amber Temple is an opportunity to play with time in speaks (and can only do so telepathically), but its attention
your campaign. Though the adventurers would stay less can often be felt—as if a warm knife is scraping against
than 24 hours, you could reveal that days or even a week one's flesh. The sensation always leaves the victim feeling as
have passed. if someone is behind them, and there is nothing the Temple
likes more than someone looking over their shoulder and
WEATHER into the overwhelming darkness. Personify its darkness as
Thanks to the machinations of the Dark Powers, the "overwhelming," "ravenous," and "amused." The God of
weather outside worsens into a blizzard meant to drive the Secrets statue in Area X5 is the closest thing It has to a face,
adventurers into the Amber Temple and keep them there which it can reshape to grin in the magical darkness.
until someone accepts a Dark Gift or the entire party goes
mad.
Chapter Overview
6
Dramatis Personae
Character Statistics Role Area Description
The Amber Temple N/A A N/A The temple’s evil genius loci.
Barovian Witches Barovian Witch A X32 Three witches searching for power.
Exethanter See App. B N X27 An amnesiac lich.
Helwa CE Gladiator A X15 A Balinok wildling.
Jakarion N/A N/A X17 The late master of Vilnius.
Kasimir Velikov See App. B P N/A The dusk elf wizard responsible for his people’s genocide.
Neferon Arcanaloth A X5 An arcanaloth masquerading as a frail, old, human wizard.
Rahadin See App. B A N/A Strahd’s chamberlain.
Vilnius NE Mage N X9 A scorched, terrified, opportunistic wizard.
Chapter Overview
8
If you wish to still include Neferon, tie it to Exethanter: VARIANTS & REVISIONS
the yugoloth is responsible for Exethanter's failing memory.
Over the course of many years, Neferon has whispered The Companion makes several changes to this chapter:
sickness into Exethanter's ear, wearing down his mind as
wind makes stone into sand. Neferon's motivation is purely ADDITIONAL LOOT
selfish. It has always disagreed with Exethanter's philosophy The Amber Temple was once stocked with potions and
of openly sharing the Amber Temple's arcana with visitors. spell scrolls, but in Curse of Strahd, all provisions have
By poisoning Exethanter's mind, Neferon has secured its disappeared over the long years. If there is any place in this
place as the sole guardian, owner, and arbiter of the campaign the players ought to find potions, scrolls, and
temple's forbidden knowledge, and is able to deny such diamonds for the revivify spell, it would be the Amber
arcana to outsiders. Slaying Neferon frees Exethanter's Temple. The Companion has added a surviving spell scroll to
mind and earns the lich's gratitude. Area X7, potions of greater healing to Area X19, and three
diamonds for revivify to Area X40. Acquiring these items
RAHADIN are not without their own challenges.
Rahadin, Strahd's dusk elf chamberlain, irregularly visits
the Amber Temple to pray for the salvation of his lord, as DARKVISION DENIED
described in the Rahadin's Prayer special event. So great is the Amber Temple's evil that the darkness
Revision. The Companion removes Rahadin from this therein obscures the darkvision mortal characters—
chapter, requiring him to remain alive for the Wedding at humanoids and beasts specifically. Humanoids must wield
Ravenloft or any incursion into Castle Ravenloft. torches or rely on magic to light these depths.
Chapter Overview
9
ESCAPING THE TEMPLE Pacing the Tolls. It is notoriously difficult or frustrating to
With the aid of Vilnius, Kasimir Velikov, Exethanter, the track time in 5th Edition. By no means should you ever
Barovian witches (who teleported here from Castle count by round, as it will grind your game to a halt. Instead,
Ravenloft), or even Neferon, the adventurers may access a toll occurs when appropriate. Because the Amber
Strahd's teleportation network in Area X42 to teleport out Temple's open and nonlinear layout, and the players' own
of the Amber Temple. Strahd has warded his teleportation agency, there is no one true method to pace a toll. Instead,
network against incursions into his castle—except the follow these guidelines:
accident described in the Vallaki chapter—so the • As described in The Ecstasy of Amber, the tolls should
adventurers are instead teleported to Khazan's Tower (or come after certain milestones are reached in the chapter,
the menhirs at Yester Hill, the Ruins of Berez, or Old like meeting its characters or exploring some vaults. The
Bonegrinder). This is conducted via a Skill Challenge. See third and final toll can be sensed coming, setting the stage
The Ecstasy of Amber for details. for a desperate escape from the temple through a Skill
Challenge, much like the one from Death House.
• If left solely up to time, the first toll should come within
GENIUS LOCI the first hour, or even 10 minutes; the second comes
The Amber Temple is alive. With its wardens long dead, a within another hour; the third occurs within six hours or
dark seed has taken root, watered by the blood of visitors when the adventurers are attempting to leave.
and warmed by the evil vestiges. This seed has borne bitter • If left solely up to exploration, the first toll should come
fruit: a sapient malevolence. The Amber Temple has after half the Amber Temple is explored, the second after
become a genius loci, self-aware and self-important. It another half has been explored, and the third as the
welcomes the evil-hearted as long lost children at last adventurers are attempting to leave.
coming home. For others, merely stepping foot in the • If the adventurers attempt to rest, they risk tolls. If they
Amber Temple is enough to spark terror and drive a attempt a short rest, the toll occurs immediately
scream from their lips as they weep tears of blood. afterwards. Any attempt at a long rest will prove deadly.
Entering the Temple. Merely stepping foot in the Amber Describing the Tolls. The tolls grow in severity:
Temple is enough to spark terror and agony. • Victims suffer nausea and heartburn during the first toll
• Good-aligned characters are struck with fear and nausea, as ulcers bloom in their stomach, their fingernails fall off,
and begin to taste bile at the back of their throats. and they weep tears of blood.
• A whimper is forced out of any neutral-aligned characters • Victims faint (becoming unconscious for a few minutes)
as they begin to cry tears of blood—for though the Amber during the second toll, as if some great and wretched
Temple detests the good-hearted, even that contempt beast has blown upon the torch of their soul. This
pales for middling souls. It's through this body horror fainting spell is not without a nightmare—the victim
that you communicate how dangerous even stepping foot dreams of becoming dust. They wake sweating, shaking,
into this sanctum of evil is for all those not already and screaming, covered in bloody vomit.
consumed by such darkness. • The third and final toll leaves a victim paralyzed. They
• Evil-aligned characters feel at ease—even at home—and begin to convulse, choking on their own vomit and
find the temple's otherwise suffocating aura warm and blood. While still conscious, they gradually crumble,
welcoming. starting at the extremities, into bloody viscera. After
Tolls. The genius loci upon the souls of good- and dying, this viscera slowly evaporates into a red fog that
neutral-aligned characters that enter its dark halls. Simply snakes out of the temple and adds itself the Mists of
being in the Amber Temple puts one's soul at hazard. These Ravenloft. A victim has one hour to be resurrected by a
are known as "tolls" and are a mechanic of tension, terror, resurrection spell, otherwise they are lost forever.
and time management. At appropriate intervals, the Amber
Temple gnaws at these characters, presenting them a
choice: change their alignment to evil or suffer a Death
saving throw (these special Death saving throws cannot be
erased by any means except leaving the temple; even
receiving magical healing fails to erase a failure). Accepting
this offer erases previous Death saving throws and inures
the character to extreme cold while within the Temple.
Chapter Overview
10
VESTIGES REVISED Revised Dark Gifts. The Dark Gifts have been revised and
The Amber Temple holds twenty vestiges, each eager to overhauled how similar and ungothic many of the Dark
grant their Dark Gift to a mortal and thereby sow further Gifts are. For these new Dark Gifts, see "Covenants" in
evil in the world. Twenty is far too many and investigating Appendix C (i.e., Covenant of the Corpse Star for Zhudun's
each and every one grinds your game down to a halt. overhauled Dark Gift). The old Dark Gifts are included in
Indeed, it is a common complaint that the Amber Temple is Appendix C as well. The changes to these Gifts are
"too crowded" or "too loud," and touring it is close to explained below, which now require the beneficiary to
touring a zoo. Worse, many Dark Gifts are redundant (i.e., fulfill a covenant with the vestige or suffer a punishment.
Sykane's raise dead and Zhudun's resurrection and Dahlver- • Fekre's Dark Gift (Covenant of Poxes) now also makes the
Nar's reincarnation are all very similar) or hardly gothic beneficiary immune to disease. They must infect others
enough for Ravenloft (e.g., Zrin-Hala's lightning bolt spell). with your bodily fluids, however, or become a leper.
The Companion heavily revises the vestiges. • Great Taar Haak's Dark Gift (Covenant of the Destroyer) is
Charisma Save. When a character accepts a Dark Gift, changed from granting the beneficiary a Strength of 25
they must succeed on a DC 15 Charisma saving throw (up for 10 days to permanently raising their Strength score by
from 12) or become evil, if they were not already. This DC 4 (up to 22). However, if the beneficiary does not
increases by 2 for every additional Dark Gift the same entertain Great Taar Haak, their Strength score is
character accepts. reduced, possibly killing them. Further, the covenant
Spell Save DC. An oversight in Curse of Strahd, the module cannibalizes Yog the Invincible's Dark Gift (+30 hit point
does not specify the spell save DC that a spell granted by a maximum).
Dark Gift is cast at. The Companion chooses a nice, round • Tarakamedes' (Covenant of the Grave Wyrm) now imposes
DC 15. a Charisma saving throw to avoid feasting on corpses and
Zero Sum. Per this variant, a vestige can only grant its grave dirt while the beneficiary is not in immediate
Dark Gift once a decade, after which it becomes dormant. danger.
Any attempts to contact the vestige, even by touching its • Tenebrous' Dark Gift (Covenant of the Lich) cannibalizes
sarcophagus, fails to stir the spirit. This spares you from the Norganas' gift, granting the finger of death spell, which
redundancy of the entire party barraging Strahd with must be used on humanoids to begin the path to lichdom.
lightning bolt spells. As such, a Barovian witch (see Dramatis Becoming a lich no longer makes you an NPC under the
Personae) has already claimed Delban's Dark Gift. DM's control because the beneficiary must still become a
Conscious Vestiges. Under this variant, the Companion 17th level wizard, which is beyond the scope of this
slims the number of vestiges down from twenty to nine, campaign. Until lichdom is achieved, the beneficiary must
one of which has already been claimed by a recent visitor. sacrifice magic items or spells to Tenebrous or become a
The following vestiges have stirred: nothic.
• The three greater vestiges (Tenebrous, Zhudun, and the • The reward of Seriach the Hell Hound Whisperer's Dark
Vampyr) in Area X42. Gift (Covenant of the Houndmaster) remains the same, but
• Fekre the Queen of Poxes in the Vault of Shalx (Area now requires the monthly sacrifice of meat and hounds to
X33A). Tarakamedes the Grave Wyrm in the Vault of Seriach, and causes canines to detest the beneficiary.
Maverus (Area X33B). • The Vampyr's Dark Gift (Covenant of the Vampyr) turns
• Zantras the Kingmaker in the Ghastly Vault (Area the beneficiary into a dhampir. To become a full vampire,
X33C). they must also murder and drink the blood of a true
• Delban the Star of Ice and Hate in the Breached Vault vampire (e.g., Strahd). Becoming a full vampire does not
(Area X33D). Notably, Delban's Dark Gift is unavailable, render them an NPC under the DM's control, but spares
having already been claimed by Gretchen, a Barovian the DM the headache of having a vampire in the party,
witch met in Area X32. since the beneficiary must now murder and drink
• Great Taar Haak the Five-Headed Destroyer in the Vault Strahd's blood, which would end the campaign anyway.
of Harkotha (Area X33E). • Zantras the Kingmaker's Dark Gift (Covenant of the
• Seriach the Hell Hound Whisperer in the Vault of Kingmaker) cannibalizes Shami-Amourae's Dark Gift
Thangob (Area X33F), which will be claimed by Vilnius. (casting suggestion thrice). Further, the Kingmaker
requires regular and growing tribute for its power.
• Zhudun the Corpse Star's Dark Gift (Covenant of the
Corpse Star) cannibalizes the gift of Sykane (casting raise
dead) and also now allows the beneficiary to cast revivify
thrice, raise dead twice, and resurrection once, all as an
action and without material components. However, every
time someone is raised from the dead, the beneficiary
must murder an innocent stranger and dedicate their soul
to Zhudun by carving the victim's name into their flesh
under starlight—otherwise they and every person they've
raised from the dead dies.
Chapter Overview
11
THE ECSTASY OF AMBER It's through this body horror that you communicate how
dangerous even stepping foot into this sanctum of evil is for
The Amber Temple is both a sandbox and a story unto all those not already consumed by such darkness.
itself, one written by the players. With its open, nonlinear Darkvision Denied. As described in Variants & Revisions
layout, it is both difficult and unnecessary to provide a above, mortal humanoids lose their natural darkvision
structured narrative. Instead, the adventurers are allowed whilst in the Amber Temple. Torches lit by continual flame
to explore the sanctum at their leisure, all while the spells burn in sconces along the wall, able to be picked up
shadows close in. Their only limit is time—for the Amber by visitors. The party quickly sees that these torches light
Temple preys upon their souls soon enough, as described in what their failed darkvision cannot. Read the following:
the Genius Loci variant.
Though this chapter is a sandbox, some narrative is still The darkness is overwhelming. Those of you blessed with
applicable, divided by when the Amber Temple's genius better sight find yourself just as blind and helpless as a
loci preys upon the souls of the good- and neutral-aligned. human. Only the torches burning in sconces along the
wall manage to push back the darkness. Torches—gods
above, what have you been reduced to?
I. INTO THE HEART OF DARKNESS Fleeing Wildlings. When the adventurers at last begin to
A sense of evil pervades the temple, a sense so strong it descend the steps, they hear several screams. Out from the
confronts the adventurers as they enter Area X1. Non-evil- darkness sprints three Balinok wildlings—berserkers
aligned characters must succeed on a DC 20 Wisdom ordinarily met in Area X5 whose alignments are not CE, as
saving throw or be frightened for the next minute (the dictated by Curse of Strahd, but N-aligned. Helwa and her
source of fear being the darkness lurking at the bottom of two other men gave into the evil of the Amber Temple and
the stairs), and are unable to enter the temple while turned on their brethren. The first barrels past the
frightened. On a 15 or lower, the character flees the Temple adventurers, screaming, no weapons drawn, and flings
screaming, out into the blizzard. A frightened character himself into the blizzard outside. The second suffers a heart
may repeat their saving throw at the end of their turn, attack—his third Death saving throw failure imposed by the
ending the effect early on a success. After 1 minute, or on a Amber Temple itself—at the foot of the stairs. When the
success, a character is immune to this effect until they leave third wildling turns back to rescue his companion—in vain,
the temple. of course—a handaxe is hurled out from the darkness,
• Good-aligned characters are struck with fear and nausea, striking him dead. The lead adventurer sees Helwa's
and begin to taste bile at the back of their throats. bloodstained face fade back into the darkness.
• A whimper is forced out of any neutral-aligned characters
as they begin to cry tears of blood that evaporate into red
mist—for though the Amber Temple detests the good-
hearted, even that contempt pales for middling souls.
• Evil-aligned characters feel at ease—even at home—and
find the temple's otherwise suffocating aura warm and
welcoming.
Areas of Note
19
Roleplaying the Golem. Though limited in its emotional X30. PRESERVED LIBRARY
capabilities, the golem demonstrates frustration,
resentment, and even a fetal-like rage as it misses with
attacks and takes damage. Throughout the encounter,
GENIUS LOCI
describe how the construct's fingers curl into fists, how it Under this variant, any non-evil wizard that dares
stomps the floor in frustration—cracking the stone transcribe spells into their own spellbook must take a risk
underfoot—and pursues the first person to harm it with in staying too long in the Amber Temple, lest they suffer a
murderous vengeance. third and final Death saving throw.
Malevolent History. An open journal is found on a chair.
This account, written by a long-dead guardian of the
X14. NORTH STAIRCASE temple, details the birth of the Amber Temple's genius loci.
The ghasts in Area X33C may boil out from the darkness Much of the journal has succumbed to the damage of
from here, attacking creatures in adjacent areas, even time, its opening pages crumbled or outright missing. The
leaping from Area X11 into X5. first preserved page you find reads, "...it has erased the
temple gate from existence, as a painter daubs a mistake,
X17. UPPER WEST HALL and yet we cannot leave. A force holds us back. Our duty
is unending, this we swore, and it has bound us to our
ENEMIES REVISED oath. Truly—"
The three flameskulls have been removed. Jakarion's A sudden breeze blows into the chamber, turning
corpse is not charred, but butchered. Helwa and her several pages to a new section:
wildlings cut him down. "It grows day by day and year by year. Half our number
are gone, driven to madness or heart failure… and those
X19. POTION STORAGE of us that remain understand that the Amber Temple is
now alive. It is alive. A genius loci. When or how no
ADDITIONAL LOOT longer matter. The Temple has fed upon the evil of this
place, has grown fat and sadistic, preying on the living. It
Under this variant, the potion storage is nearly empty, save gnaws upon our souls. Twice now have I heard Its
for eight potions of greater healing. However, a visible whisper… urging me to abandon my ideals and to
poltergeist is hurling these potions from the shelves one by embrace the darkness if I wish to be spared.
one, wasting them. If the adventurers want their potions,
they must attack the poltergeist or succeed on a DC 20 "Maverus and Shalx went last night. The former to his
Charisma (Persuasion) check, who otherwise ignores them. grave, the latter to evil. We slew him with spells of frost
Each round, the poltergeist destroys one potion. and storm, but not before Thangob fell to a spell of blight.
I am the last. Seven of us, and six now dead. The genius
loci stands victorious, but the last laugh is mine. For how
X22. NORTHWEST ANNEX many long centuries will it go without entertainment? I
shall die but It must endure the long ages ahead. But
ENEMIES REVISED know this… if you lay eyes on my account…"
Seven specters is far too many. At most, three materialize Another sudden breeze blows the journal to its last,
and first warn the adventurer to leave the ewer behind. perfectly preserved page, which reads, "...It wants you to
read this."
X27. LICH'S LAIR You feel as if a creature, unseen and gargantuan, is
See Dramatis Personae for details on Exethanter. His grinning over your shoulder.
spellbook has been codified as The Incants of Exethanter in
Appendix C. X32. LOWER EAST HALL
See A Pox Upon Your House in The Ecstasy of Amber above for
details on meeting the three Barovian witches here. At the
start of combat, Gretchen begins to cast cone of cold but, if
she is slain before her first turn (when she can get the spell
off), she twists and blasts the sealed door to Area X33A,
destroying it and triggering its necrotic blast, and possibly
killing herself and her sisters.
Areas of Note
20
X33. AMBER VAULTS X33C. GHASTLY VAULT
Exethanter remembers the passwords to the vaults and is The vestiges in this vault are all too eager to offer their
eager to share them. Dark Gifts.
Vestiges Revised. Under this variant, only one vestige stirs • Dahlver-Nar gives the adventurer a vision of themselves
in each vault, the others slumbering too deeply to be living long, full lives only to reincarnate into a new body.
roused. Further, the DC of the Charisma saving throw The vestige touches upon a fear of death and one's love
against becoming evil is raised to 15. for the living, promising that through its gift, the
adventurer will get to experience all the love and
X33A. VAULT OF SHALX wanderlust they've been cheated out of in life. "There is
too much in this world, too much light and love, to
The vestiges in this vault are suffused with discomforting
experience in just one lifetime," Dahlver-Nar whispers.
energies that visitors can feel just from the entrance—static
• Drizlash, most pathetic of the remaining vestiges, appeals
from Zrin-Hala,the silence of a cemetery, and, thanks to
to the thief, the voyeur. In a vision, Drizlash shows the
Fekre, the sick air of a battlefield hospital.
adventurer clinging to ceilings, thieving from kings, and
• Fekre proves gregarious, eager to make contact. Upon
watching ex-lovers with their new beaus, all the while
even looking at her sarcophagus, one feels her slimy
promising that with its gift, the adventurer shall enjoy a
touch and smells her fetid odor. Should they place their
long and confounding career. In this, Drizlash also
hand on her sarcophagus, she whispers, "No disease shall
capitalizes on greed and a hunger for vengeance. "To
harm you henceforth… you shall be… perfect."
witness. To take. That is the gift, I offer… the gift of the
• Sykane draws the adventurer's attention to their most
spider," Drizlash coaxes.
injured comrade or for whom they care for the most,
• Zantras appeals to one's vanity and ideals, promising a
whispering, "They are not long for this world… but that
throne and righteous—or not—dynasty that will right all
which Death takes can be stolen back…"
the wrongs the adventurer has witnessed and committed.
• Zrin-Hala invigorates whomever touches its sarcophagus,
The vestige promises them not only power, but
as if a harmless bolt of lighting ran through them. "The
redemption. "It can all be yours—everything—should you
power of the storm, I offer you," Zrin-Hala whispers.
only be strong enough to take it," Zantras promises.
Enemies Revised. The three flameskulls have been
Vestiges Revised. Under this variant, only Zantras has
removed; adjust the narration text for this subarea to reflect
stirred and instead of its usual Dark Gift, it offers the
this.
Covenant of the Kingmaker (see Appendix C).
Vestiges Revised. Under this variant, only Fekre has stirred
Enemies Revised. The number of ghasts in this vault are
and her Dark Gift has been overhauled into the Covenant of
reduced from seven to three.
Poxes. If you still wish to include other vestiges, be aware
Roleplaying the Ghasts. The ghasts, all blessed by Drizlash,
that Sykane's Dark Gift has been folded into the Covenant of
extoll its virtues as they glide over the ceiling and fling
the Corpse Star, given their similarities.
themselves at the adventurers, screeching, "Glory to the
Spider! The Nine-Eyed Spider! Glory to Drizlash!" They
X33B. VAULT OF MAVERUS have all received an extra, ever-open eye from Drizlash: on
Ever arrogant, the vestiges in this vault find most mortals a shoulder, on a neck, and on a cheek. When a ghast dies,
reprehensible and make naked their disgust for those they thousands of spiderlings burst from their pores and skitter
consider lacking. Each vestige respects a particular trait: out into the darkness to provide Drizlash with fresh eyes in
• Savnok the Inscrutable respects only the intelligent, this world.
promising to make a fortress of their mind. Should
someone reprehensible make contact with it, the vestige
whispers, "Your mind is a gully that no wall or palisade
may protect. I would sooner see a pig raised to lordship
than have you wield a shred of my power, fool."
• Shami-Amourae respects only those who weaponize their
charms and beauty to seize what they want in life. Should
someone reprehensible make contact with her, the Lady
of Delights sneers, "Only by my power shall you find any
adoration in this world, cretin."
• A dragon at heart, Tarakamedes respects only those
strong of will and conviction—conquerors with great
gravitas. Should someone reprehensible make contact
with him, the Grave Wyrm snarls, "You have no right to
the skies. Your destiny is to crawl about with the other
worms, blinded by your own waste."
Vestiges Revised. Under this variant, only Tarakamedes
has stirred and instead of its usual Dark Gift, it offers the
Covenant of the Grave Wyrm (see Appendix C).
Areas of Note
21
X33D. BREACHED VAULT X33E. VAULT OF HARKOTHA
The vestiges in this vault are aloof and distant, unimpressed This vault pulses with a dark heartbeat, matching the red
by visitors. veins set into its black floor. The vestiges here watch
• If a torch or other flame is brought to Delban's visitors with great and overpowering interest.
sarcophagus, the wisp therein shrinks away; the fire • Great Taar Haak seethes in the presence of the strong, as
bearer's hands turn cold and numb, forcing them to drop if wishing to duel. It sizes up all those that make contact
the torch. Delban momentarily shares its gift with the with it, belittling the weak and insisting the strong will
adventurer, inuring them to the Amber Temple's never be as great as Great Taar Haak—but they can come
pervasive chill. For that moment, the adventurer can hear close if they accept his Dark Gift. Those that touch his
the winds wailing outside, can feel the bite of frost and sarcophagus feel invigorated and powerful, as if they
hail, and can even see—by looking into Delban's could shatter the walls of this prison with ease.
sarcophagus—a blizzard coming down the Balinok • When a character touches Yog the Invincible's
Mountains. "I offer you life," Delban promises. "I offer sarcophagus, they feel as if their hand is touching oily fur.
you the strength to weather the cold that will one day The sensation spreads to the rest of their bodies, after
swallow this world. All will be crowned and shod in frost. which they feel arrows and blades glance off their hide,
All but you," Delban whispers. giving them insight to Yog's invincibility. Yog says
• Khirad demonstrates its power by spying on the nothing more, letting its gift speak for itself.
adventurer's loved ones from afar. Ask the adventurer for • Those that make contact with Yrrga, the Eye of Shadows,
whom they miss the most. In a vision, they see that feel a cold attention ripple across their flesh and in their
individual engaged in some mundane task, wiping their bones, as if scrutinized—and found lacking. A sudden
hands on an apron or the sweat from their brow— seizure rocks the character's body, and as they shake, they
anything that reminds the adventurer of home. "Would momentarily receive not only truesight, but the ability to
you not like to see them once more?" Khirad asks in a low see through stone and earth and amber (similar to a ring
whisper. Then the vision shifts, revealing Strahd in his of x-ray vision) and glimpsing what lies in nearby areas of
study. "Or would you like to spy upon your most hated the Temple: sarcophagi, other creatures, etc. Yrrga
enemies instead?" whispers, "This is but a shred of what truths I see… truths
Vestiges Revised. Under this variant, only Delban has that would shatter your mortal mind… but for you, a
stirred and has already granted its Dark Gift to Gretchen, lesser gift greater than any sight mortals may attain… the
the Barovian witch; Khirad cannot be contacted. power to discern all lies within your sight."
Roleplaying the Nothics. The nothics pry out damning Vestiges Revised. Under this variant, only Great Taar Haak
secrets from the adventurers using their Weird Insight, has stirred and instead of its usual Dark Gift, it offers the
airing out any juicy gossip, old lies, or shameful secrets an Covenant of the Destroyer, which is described in Appendix C.
adventurer has kept hidden until now. Alternatively, they Further, Yog's Dark Gift is folded into the Covenant of the
say "one hungers for the gifts of Amber." Destroyer.
Eager to gossip, the nothics inform the adventurers that Enemies Revised. The death slaad has been removed
"conjuration magic" lingers nearby (in Area X42) and that from this chapter.
strange visitors continue to teleport into the temple from
time to time. One nothic wonders aloud, "Perhaps we could X33F. VAULT OF THANGOB
reverse the magic and leave this awful place?" to which The vestiges here are strangely silent, as if asleep.
another replies, "Leave? Why would we leave? You would • Norganas stirs lazily, making mental contact with its
forsake heaven?" visitor, whose body feels as if it is rapidly decaying into a
corpse. They behold a vision in which a lone woman
unleashes a finger of death spell, turning a raging
berserker into an obedient zombie. Norganas murmurs,
"All coins have two sides… life… death… but the third
side of the coin… that is where true power lies."
• It proves better to let sleeping hell hounds lie, for
whomever contacts Seriach is snarled at. They instantly
receive a vision of being bloodied and prostrated before
two slavering, hellish dogs whose fanged maws drip lava-
like saliva. A jagged voice demands, "You would
command them?"
• Vaund's vestige visibly twists away when its sarcophagus
is touched, which opens a dialog in which the visitor may
ask questions. True to his own flaw, Vaund does not give
a straight answer to any question. At best it says, "My
secrets are my own, my flesh leagues away. These gifts I
may grant but to be evasive is to live with lies."
Areas of Note
22
Vestiges Revised. Under this variant, only Seriach, the Hell Enemies Revised. The six vampire spawn here have been
Hound Whisperer, has stirred, and instead of its usual Dark removed; the crates are filled with grave dirt, as if for new
Gift, it offers the Covenant of the Houndmaster, which is vampires or whomever accepts the Dark Gift of
described in Appendix C. Notably, Norganas' gift has been Tarakamedes. If you wish to include them, do so only as a
folded into the Covenant of the Lich, as the finger of death punishment for accepting the Dark Gift of the Vampyr.
spell is a tool in the long road to achieve lichdom. Because the Dark Gift of the Vampyr has been overhauled
into the Covenant of the Vampyr, it is far more difficult to
X39. PLUNDERED TREASURY become a vampire, thereby lessening the pressure on Strahd
to guard this vestige.
Vestiges Revised. Under this variant, the three Dark Gifts
ENEMIES REVISED offered here have been overhauled. See the Covenants of
The poltergeists have been removed. Tenebrous, the Vampyr, and the Corpse Star in Appendix C. If
someone has accepted the Covenant of the Grave Wyrm,
X40. SEALED TREASURY they smell the grave dirt in the crates and must make their
DC 15 Charisma saving throw against immediately feasting
ADDITIONAL LOOT on it.
Three diamonds worth 300 gp apiece are added here,
notably for the revivify spell. ESCAPING THE TEMPLE
Strahd's teleportation network touches upon this area,
X42. AMBER VAULT allowing residents of Castle Ravenloft to teleport to the
Amber Temple. As described in The Ecstasy of Amber, a
This place seethes with evil. The vestiges here radiate veteran spellcaster can use this latent conjuration magic to
menace. As masters of death, their pity for such mortal teleport out of the Amber Temple to the Tower of Khazan,
creatures is palpable. or the menhirs at Berez, Yester Hill, or Old Bonegrinder.
• Tenebrous appeals to one's hunger for knowledge and Kasimir Velikov, Vilnius, Exethanter, or a Barovian witch
the fear that they will never achieve true wisdom before could all orchestrate this ritual, as could a wizard. This
Death reaps its toll. "All secrets ever forged, all truths ritual is conducted as a Skill Challenge, in which the Amber
forgotten, and never the yoke of Death to flee from," Temple itself seethes at its prey escaping.
Zhudun whispers. "They are the mortar," the vestige
continues, drawing the character's attention to their
companions, "their souls the mortar to the monument of
your own immortality. No mortal has the right to life
unending—it must be taken. Lichdom requires no less."
• The Vampyr's smirk can be felt upon a character's neck,
its ephemeral fangs gently scraping their flesh. The
vestige appeals to one's hunger for love, respect, and
control, and their overwhelming fear of rejection and
loneliness. "All will be yours," the vestige whispers, "for
we of the Blood are the true monarchs of this savage
world. All will love you and obey. And so too shall they
fear you. Strength, beauty, immortality… it can all be
yours if you only feed."
• Zhudun the Corpse Star's cold attention pierces the flesh
and kindles the soul. It appeals to selflessness and
altruism. "Death shall come for you one day," it promises,
"but you may stay that tyrant's hand from others. They
shall flock to you, the desperate and terrified. They shall
bring their loved ones, embalmed or burned, in caskets
and urns, praying for your favor, for your mercy… Your
own life is forfeit. It is inevitable. Is it not your duty to
shield others from this doom?"
Areas of Note
23
Magic Items by Location
APPENDIX A: MAGIC ITEMS Magic Items Location
The following magic items are featured in this chapter:
Potions of Greater Healing X19
POTION OF GREATER HEALING Robe of Useful Items X5
Potion, uncommon Spell Scroll of Remove Curse X17
You regain 4d4 + 4 hit points when you drink this potion. Spell Scroll of Wall of Fire X38
The potion's red liquid glimmers when agitated. Tome of Understanding X20
Wand of Secrets X2B
ROBE OF USEFUL ITEMS
SPELL SCROLLS
Wondrous item, uncommon
This robe has cloth patches of various shapes and colors Wondrous object, rarity varies
covering it. While wearing the robe. you can use an action A spell scroll bears the words of a single spell, written as a
to detach one of the patches, causing it to become the object mystical cipher. If the spell is on your class's spell list, you
or creature it represents. Once the last patch is removed, can read the scroll and cast its spell without providing any
the robe becomes an ordinary garment. material components. Otherwise, the scroll is unintelligible.
The robe ordinarily has two of each of the following Casting the spell by reading the scroll requires the spell's
patches: normal casting time. Once the spell is cast, the words on the
• Dagger scroll fade, and it crumbles to dust. If the casting is
• Bullseye lantern (filled and lit) interrupted, the scroll is not lost.
• Steel mirror If the spell is on your class's spell list but of a higher level
• 10-foot pole than you can normally cast, you must make an ability check
• Hempen rope (50 feet, coiled) using your spellcasting ability to determine whether you
• Sack cast it successfully. The DC is 10 + the spell’s level. On a
In addition, the robe has 4d4 other patches. The DM failed check, the spell disappears from the scroll with no
chooses the patches or determines them randomly. other effect. Once the spell is cast, the words on the scroll
In This Chapter. The robe of useful items is worn by fade, and the scroll itself crumbles to dust.
Neferon the arcanaloth in Area X5 with only the following In this Chapter. This chapter features two spell scrolls: a
eight patches remaining: spell scroll of remove curse and a spell scroll of wall of fire.
• Bag of 100 gp
• Iron door STAFF OF FROST
• Wooden ladder Staff, very rare (requires attunement by a druid, sorcerer,
• Riding horse warlock, or wizard)
• Pit You have resistance to cold damage while you hold this
• Rowboat staff. The staff has 10 charges. While holding it, you can use
• Spell scroll (moonbeam) an action to expend 1 or more of its charges to cast one of
• Mastiffs the following spells from it, using your spell save DC: cone
of cold (5 charges), fog cloud (1 charge), ice storm (4 charges),
Robe of Useful Items or wall of ice (4 charges).The staff regains 1d6 + 4 expended
d100 Patch charges daily at dawn. If you expend the last charge, roll a
01-08 Bag of 100 gp d20. On a 1. the staff turns to water and is destroyed.
09-15 Silver coffer (1 foot long, 6 inches wide and deep) worth
500 gp TOME OF UNDERSTANDING
Iron door (up to 10 feet wide and 10 feet high, barred on
Wondrous item, very rare
16-22 one side of your choice), which you can place in an
opening you can reach; it conforms to fit the opening, This book contains intuition and insight exercises, and its
attaching and hinging itself words are charged with magic. If you spend 48 hours over a
23-30 10 gems worth 100 gp each period of 6 days or fewer studying the book's contents and
31-44 Wooden ladder (24 feet long) practicing its guidelines, your Wisdom score increases by 2,
45-51 A riding horse with saddle bags as does your maximum for that score. The manual then
loses its magic, but regains it in a century.
52-59 Pit (a cube 10 feet on a side), which you can place on the
ground within 10 feet of you
60-68 4 potions of healing WAND OF SECRETS
69-75 Rowboat (12 feet long) Wand, uncommon
76-83 Spell scroll containing one spell of 1st to 3rd level The wand has 3 charges. While holding it, you can use an
84-90 2 mastiffs action to expend 1 of its charges, and if a secret door or trap
is within 30 feet of you, the wand pulses and points at the
91-96 Window (2 feet by 4 feet, up to 2 feet deep), which you
can place on a vertical surface you can reach one nearest to you. The wand regains 1d3 expended
97-00 Portable ram charges daily at dawn.
Appendix A
24
APPENDIX B: BESTIARY BAROVIAN WITCH
The following creatures are featured in this chapter: Medium humanoid (human), chaotic evil
Missing Statistics. Per DM’s Guild policies, Curse of Armor Class 10
Strahd-exclusive statistics are not included in this Hit Points 16 (3d8 + 3)
Speed 30 ft.
document. See the following pages in the module:
• Rahadin: Curse of Strahd pg. 237 STR DEX CON INT WIS CHA
7 (-2) 11 (+0) 13 (+1) 14 (+2) 11 (+0) 12 (+1)
ARCANALOTH
Medium fiend (yugoloth), neutral evil Skills Arcana +4, Perception +2
Armor Class 17 Senses darkvision 60 ft., passive Perception 12
Hit Points 104 (16d8 + 32) Languages Common
Speed 30 ft., fly 30 ft. Challenge 1/2 (100 XP) Proficiency Bonus: +2
STR DEX CON INT WIS CHA
Spellcasting. The witch is a 3rd-level spellcaster. Its spellcasting ability is
17 (+3) 12 (+1) 14 (+2) 20 (+5) 16 (+3) 17 (+3) Intelligence (spell save DC 12, +4 to hit with spell attacks). The witch has
the following wizard spells prepared:
Saving Throws Dex +5, Int +9, Wis +7, Cha +7 Cantrips (at will): mage hand, prestidigitation, ray of frost
Skills Arcana +13, Deception +11, Insight +11, Perception +7 1st level (4 slots): ray of sickness, sleep, Tasha's hideous laughter
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and 2nd level (2 slots): alter self, invisibility
slashing from nonmagical attacks
Damage Immunities acid, poison Actions
Condition Immunities charmed, poisoned Claws (Requires Alter Self). Melee Weapon Attack: +3 to hit, reach 5 ft., one
Senses truesight 120 ft., passive Perception 17 target. Hit: 4 (1d6 + 1) slashing damage. This attack is magical.
Languages all, telepathy 120 ft. Dagger. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60
Challenge 12 (8,400 XP) Proficiency Bonus: +4 ft., one target. Hit: 2 (1d4) piercing damage.
Appendix B
25
BROOM OF ANIMATED ATTACK DEATH SLAAD
Small construct, unaligned Medium aberration (shapechanger), chaotic evil
Armor Class 15 (natural armor) Armor Class 18 (natural armor)
Hit Points 17 (5d6) Hit Points 170 (20d8 + 80)
Speed 0 ft., fly 50 ft. (hover) Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 17 (+3) 10 (+0) 1 (-5) 5 (-3) 1 (-5) 20 (+5) 15 (+2) 19 (+4) 15 (+2) 10 (+0) 16 (+3)
DIRE WOLF
Large beast, unaligned
Armor Class 14 (natural armor)
Hit Points 37 (5d10 + 10)
Speed 50 ft.
Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception)
checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on an attack roll against a creature if
at least one of the wolf's allies is within 5 feet of the creature and the ally
isn't incapacitated.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3)
piercing damage. If the target is a creature, it must succeed on a DC 13
Strength saving throw or be knocked prone.
Appendix B
26
EXETHANTER FLAMESKULL
Medium undead (lich), Tiny undead, neutral evil
Armor Class 17 Armor Class 13
Hit Points 99 (18d8 + 54) Hit Points 40 (9d4 + 18)
Speed 30 ft. Speed 0 ft., fly 40 ft. (hover)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 16 (+3) 20 (+5) 14 (+2) 16 (+3) 1 (-5) 17 (+3) 14 (+2) 16 (+3) 10 (+0) 11 (+0)
Saving Throws Con +10, Int +12, Wis +9 Skills Arcana +5, Perception +2
Skills Arcana +19, History +12, Insight +9, Perception +9 Damage Resistances lightning, necrotic, piercing
Damage Resistances cold, lightning, necrotic Damage Immunities cold, fire, poison
Damage Immunities poison; bludgeoning, piercing, and slashing from Condition Immunities charmed, frightened, paralyzed, poisoned, prone
nonmagical attacks Senses darkvision 60 ft., passive Perception 12
Condition Immunities charmed, exhaustion, frightened, paralyzed, Languages Common
poisoned Challenge 4 (1,100 XP) Proficiency Bonus: +2
Senses truesight 120 ft., passive Perception 19
Languages Common, plus up to five other languages Illumination. The flameskull sheds either dim light in a 15-foot radius, or
Challenge 10 (5,900 XP) Proficiency Bonus: +4 bright light in a 15-foot radius and dim light for an additional 15 feet. It can
switch between the options as an action.
Legendary Resistance (3/Day). If Exethanter fails a saving throw, it can Magic Resistance. The flameskull has advantage on saving throws against
choose to succeed instead. spells and other magical effects.
Rejuvenation. If it has a phylactery, a destroyed lich gains a new body in Rejuvenation. If the flameskull is destroyed, it regains all its hit points in 1
1d10 days, regaining all its hit points and becoming active again. The new hour unless holy water is sprinkled on its remains or a dispel magic or
body appears within 5 feet of the phylactery. remove curse spell is cast on them.
Spellcasting. Exethanter is an 18th-level spellcaster. Its spellcasting ability Spellcasting. The flameskull is a 5th-level spellcaster. Its spellcasting ability
is Intelligence (spell save DC 20, +12 to hit with spell attacks). Exethanter is Intelligence (spell save DC 13, +5 to hit with spell attacks). It requires no
has the following wizard spells prepared: somatic or material components to cast its spells. The flameskull has the
Cantrips (at will): mage hand, prestidigitation, ray of frost following wizard spells prepared:
Turn Resistance. Exethanter has advantage on saving throws against any Cantrips (at will): mage hand
effect that turns undead. 1st level (3 slots): magic missile, shield
2nd level (2 slots): blur, flaming sphere
Actions 3rd level (1 slot): fireball
Paralyzing Touch. Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit:
10 (3d6) cold damage. The target must succeed on a DC 18 Constitution Actions
saving throw or be paralyzed for 1 minute. The target can repeat the saving Multiattack. The flameskull uses Fire Ray twice.
throw at the end of each of its turns, ending the effect on itself on a Fire Ray. Ranged Spell Attack: +5 to hit, range 30 ft., one target. Hit: 10 (3d6)
success. fire damage.
Legendary Actions
Exethanter can take 3 legendary actions, choosing from the options below.
Only one legendary action can be used at a time and only at the end of
another creature's turn. Exethanter regains spent legendary actions at the
start of its turn.
Cantrip. Exethanter casts a cantrip.
Paralyzing Touch (Costs 2 Actions). Exethanter uses its Paralyzing Touch.
Frightening Gaze (Costs 2 Actions). Exethanter fixes its gaze on one creature
it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom
saving throw against this magic or become frightened for 1 minute. The
frightened target can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success. If a target's saving throw is
successful or the effect ends for it, the target is immune to Exethanter's
gaze for the next 24 hours.
Disrupt Life (Costs 3 Actions). Each non-undead creature within 20 feet of
Exethanter must make a DC 18 Constitution saving throw against this
magic, taking 21 (6d6) necrotic damage on a failed save, or half as much
damage on a successful one.
Appendix B
27
GHAST HELL HOUND
Medium undead, chaotic evil Medium fiend, lawful evil
Armor Class 13 Armor Class 15 (natural armor)
Hit Points 36 (8d8) Hit Points 45 (7d8 + 14)
Speed 30 ft. Speed 50 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 10 (+0) 11 (+0) 10 (+0) 8 (-1) 17 (+3) 12 (+1) 14 (+2) 6 (-2) 13 (+1) 6 (-2)
STR DEX CON INT WIS CHA Saving Throws Int +6, Wis +4
18 (+4) 15 (+2) 16 (+3) 10 (+0) 12 (+1) 15 (+2) Skills Arcana +6, History +6
Damage Resistances cold (ring of warmth)
Saving Throws Str +7, Dex +5, Con +6 Senses darkvision 60 ft., passive Perception 11
Skills Athletics +10, Intimidation +5 Languages Common, Elvish
Senses passive Perception 11 Challenge 6 (2,300 XP) Proficiency Bonus: +3
Languages any one language (usually Common)
Challenge 5 (1,800 XP) Proficiency Bonus: +3 Fey Ancestry. Kasimir has advantage on saving throws against being
charmed, and magic can't put him to sleep.
Brave. The gladiator has advantage on saving throws against being Special Equipment. Kasimir wears a ring of warmth.
frightened. Spellcasting. Kasimir is a 9th-level spellcaster. His spellcasting ability is
Brute. A melee weapon deals one extra die of its damage when the Intelligence (spell save DC 14, +6 to hit with spell attacks). He has the
gladiator hits with it (included in the attack). following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation
Actions 1st level (4 slots): detect magic, mage armor, magic missile, shield
Multiattack. The gladiator makes three melee attacks or two ranged 2nd level (3 slots): misty step, suggestion
attacks. 3rd level (3 slots): counterspell, fireball, fly
Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. and range 20/60 4th level (3 slots): greater invisibility, ice storm
ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing 5th level (1 slot): cone of cold
damage if used with two hands to make a melee attack.
Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9
Actions
(2d4 + 4) bludgeoning damage. If the target is a Medium or smaller Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60
creature, it must succeed on a DC 15 Strength saving throw or be knocked ft., one target. Hit: 4 (1d4 + 2) piercing damage.
prone.
Reactions
Parry. The gladiator adds 3 to its AC against one melee attack that would
hit it. To do so, the gladiator must see the attacker and be wielding a
melee weapon.
Appendix B
28
MAGE POLTERGEIST
Medium humanoid (any race), any alignment Medium undead, chaotic evil
Armor Class 12 (15 with mage armor) Armor Class 12
Hit Points 40 (9d8) Hit Points 22 (5d8)
Speed 30 ft. Speed 0 ft., fly 50 ft. (hover)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0) 1 (-5) 14 (+2) 11 (+0) 10 (+0) 10 (+0) 11 (+0)
Saving Throws Int +6, Wis +4 Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning,
Skills Arcana +6, History +6 piercing, and slashing from nonmagical attacks
Senses passive Perception 11 Damage Immunities necrotic, poison
Languages any four languages Condition Immunities charmed, exhaustion, grappled, paralyzed,
Challenge 6 (2,300 XP) Proficiency Bonus: +3 petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 10
Spellcasting. The mage is a 9th-level spellcaster. Its spellcasting ability is Languages understands all languages it knew in life but can't speak
Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has Challenge 2 (450 XP) Proficiency Bonus: +2
the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation Incorporeal Movement. The poltergeist can move through other creatures
1st level (4 slots): detect magic, mage armor, magic missile, shield and objects as if they were difficult terrain. It takes 5 (1d10) force damage if
2nd level (3 slots): misty step, suggestion it ends its turn inside an object.
3rd level (3 slots): counterspell, fireball, fly Invisibility. The poltergeist is invisible.
4th level (3 slots): greater invisibility, ice storm Sunlight Sensitivity. While in sunlight, the poltergeist has disadvantage on
5th level (1 slot): cone of cold attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions Actions
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 Forceful Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit:
ft., one target. Hit: 4 (1d4 + 2) piercing damage. 10 (3d6) force damage.
Telekinetic Thrust. The poltergeist targets a creature or unattended object
NOTHIC within 30 feet of it. A creature must be Medium or smaller to be affected
Medium aberration, neutral evil by this magic, and an object can weigh up to 150 pounds. If the target is a
Armor Class 15 (natural armor) creature, the poltergeist makes a Charisma check contested by the target's
Hit Points 45 (6d8 + 18) Strength check. If the poltergeist wins the contest, the poltergeist hurls
Speed 30 ft. the target up to 30 feet in any direction, including upward. If the target
then comes into contact with a hard surface or heavy object, the target
STR DEX CON INT WIS CHA takes 1d6 damage per 10 feet moved. If the target is an object that isn't
14 (+2) 16 (+3) 16 (+3) 13 (+1) 10 (+0) 8 (-1) being worn or carried, the poltergeist hurls it up to 30 feet in any direction.
The poltergeist can use the object as a ranged weapon, attacking one
creature along the object's path (+4 to hit) and dealing 5 (2d4)
Skills Arcana +3, Insight +4, Perception +2, Stealth +5
bludgeoning damage on a hit.
Senses truesight 120 ft., passive Perception 12
Languages Undercommon
Challenge 2 (450 XP) Proficiency Bonus: +2
Keen Sight. The nothic has advantage on Wisdom (Perception) checks that
rely on sight.
Actions
Multiattack. The nothic makes two claw attacks.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3)
slashing damage.
Rotting Gaze. The nothic targets one creature it can see within 30 feet of it.
The target must succeed on a DC 12 Constitution saving throw against this
magic or take 10 (3d6) necrotic damage.
Weird Insight. The nothic targets one creature it can see within 30 feet of it.
The target must contest its Charisma (Deception) check against the
nothic's Wisdom (Insight) check. If the nothic wins, it magically learns one
fact or secret about the target. The target automatically wins if it is
immune to being charmed.
Appendix B
29
QUASIT SHIELD GUARDIAN
Tiny fiend (demon), chaotic evil Large construct, unaligned
Armor Class 13 Armor Class 17 (natural armor)
Hit Points 7 (3d4) Hit Points 142 (15d10 + 60)
Speed 40 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
5 (-3) 17 (+3) 10 (+0) 7 (-2) 10 (+0) 10 (+0) 18 (+4) 8 (-1) 18 (+4) 7 (-2) 10 (+0) 3 (-4)
Appendix B
30
SPECTER VAMPIRE SPAWN
Medium undead, chaotic evil Medium undead, neutral evil
Armor Class 12 Armor Class 15 (natural armor)
Hit Points 22 (5d8) Hit Points 82 (11d8 + 33)
Speed 0 ft., fly 50 ft. (hover) Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
1 (-5) 14 (+2) 11 (+0) 10 (+0) 10 (+0) 11 (+0) 16 (+3) 16 (+3) 16 (+3) 11 (+0) 10 (+0) 12 (+1)
Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, Saving Throws Dex +6, Wis +3
piercing, and slashing from nonmagical attacks Skills Perception +3, Stealth +6
Damage Immunities necrotic, poison Damage Resistances necrotic; bludgeoning, piercing, and slashing from
Condition Immunities charmed, exhaustion, grappled, paralyzed, nonmagical attacks
petrified, poisoned, prone, restrained, unconscious Senses darkvision 60 ft., passive Perception 13
Senses darkvision 60 ft.,, passive Perception 10 Languages the languages it knew in life
Languages understands all languages it knew in life but can't speak Challenge 5 (1,800 XP) Proficiency Bonus: +3
Challenge 1 (200 XP) Proficiency Bonus: +2
Regeneration. The vampire regains 10 hit points at the start of its turn if it
Incorporeal Movement. The specter can move through other creatures and has at least 1 hit point and isn't in sunlight or running water. If the vampire
objects as if they were difficult terrain. It takes 5 (1d10) force damage if it takes radiant damage or damage from holy water, this trait doesn't
ends its turn inside an object. function at the start of the vampire's next turn.
Sunlight Sensitivity. While in sunlight, the specter has disadvantage on Spider Climb. The vampire can climb difficult surfaces, including upside
attack rolls, as well as on Wisdom (Perception) checks that rely on sight. down on ceilings, without needing to make an ability check.
Vampire Weaknesses. The vampire has the following flaws:
Actions Forbiddance. The vampire can't enter a residence without an invitation
Life Drain. Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) from one of the occupants.
necrotic damage. The target must succeed on a DC 10 Constitution saving Harmed by Running Water. The vampire takes 20 acid damage when it
throw or its hit point maximum is reduced by an amount equal to the ends its turn in running water.
damage taken. This reduction lasts until the creature finishes a long rest. Stake to the Heart. The vampire is destroyed if a piercing weapon made of
The target dies if this effect reduces its hit point maximum to 0. wood is driven into its heart while it is incapacitated in its resting place.
Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it
STONE GOLEM starts its turn in sunlight. While in sunlight, it has disadvantage on attack
rolls and ability checks.
Large construct, unaligned
Armor Class 17 (natural armor) Actions
Hit Points 178 (17d10 + 85) Multiattack. The vampire makes two attacks, only one of which can be a
Speed 30 ft. bite attack.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a
STR DEX CON INT WIS CHA creature that is grappled by the vampire, incapacitated, or restrained. Hit:
22 (+6) 9 (-1) 20 (+5) 3 (-4) 11 (+0) 1 (-5) 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's hit
point maximum is reduced by an amount equal to the necrotic damage
Damage Immunities poison, psychic; bludgeoning, piercing, and slashing taken, and the vampire regains hit points equal to that amount. The
from nonmagical attacks that aren't adamantine reduction lasts until the target finishes a long rest. The target dies if this
Condition Immunities charmed, exhaustion, frightened, paralyzed, effect reduces its hit point maximum to 0.
petrified, poisoned Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4 +
Senses darkvision 120 ft., passive Perception 10 3) slashing damage. Instead of dealing damage, the vampire can grapple
Languages understands the languages of its creator but can't speak the target (escape DC 13).
Challenge 10 (5,900 XP) Proficiency Bonus: +4
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: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 +
6) bludgeoning damage.
Slow (Recharge 5–6). The golem targets one or more creatures it can see
within 10 feet of it. Each target must make a DC 17 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.
Appendix B
31
APPENDIX C: ITEMS & EFFECTS BLIZZARD
The following effects are featured in this chapter: Weather
A blizzard in typically lasts 2d4 hours, and whenever the
ANTIPATHY/SYMPATHY (ABRIDGED) characters are caught in one, the following rules apply until
it ends.
Spell Wind. A blizzard's howling wind limits hearing to a
This spell attracts or repels creatures, and lasts for up to 10 range of 100 feet and imposes disadvantage on ranged
days. weapon attack rolls. It also imposes disadvantage on
Antipathy. The enchantment causes creatures of the kind Wisdom (Perception) checks that rely on hearing. The
you designated to feel an intense urge to leave the area and wind extinguishes open flames, disperses fog, erases tracks
avoid the target. When such a creature can see the target or in the snow, and makes flying by nonmagical means nearly
comes within 60 feet of it, the creature must succeed on a impossible. A creature falls at the end of its turn if it is
Wisdom saving throw or become frightened. The creature flying by nonmagical means and can't hover.
remains frightened while it can see the target or is within Visibility. Visibility in a blizzard is reduced to 30 feet.
60 feet of it. While frightened by the target, the creature Creatures without goggles or other eye protection have
must use its movement to move to the nearest safe spot disadvantage on Wisdom (Perception) checks that rely on
from which it can't see the target. If the creature moves sight due to blowing snow.
more than 60 feet from the target and can't see it, the Concentration. Any creature that is concentrating on a
creature is no longer frightened, but the creature becomes spell in a blizzard must succeed on a DC 10 Constitution
frightened again if it regains sight of the target or moves saving throw at the end of its turn or lose its concentration
within 60 feet of it. on the spell unless the creature is sheltered against the
Sympathy. The enchantment causes the specified elements (for example, in an igloo).
creatures to feel an intense urge to approach the target Veering Off Course. It's easy to veer off course while
while within 60 feet of it or able to see it. When such a traveling through a blizzard, and it's also easy for party
creature can see the target or comes within 60 feet of it, the members to become separated from one another, which is
creature must succeed on a Wisdom saving throw or use its why the wisest course of action is to stay put and wait for
movement on each of its turns to enter the area or move the blizzard to pass. If the characters travel during a
within reach of the target. When the creature has done so, blizzard, have the players designate one party member as
it can't willingly move away from the target. If the target the navigator. At the end of each hour of travel through the
damages or otherwise harms an affected creature, the blizzard, the DM makes a DC 15 Wisdom (Survival) check
affected creature can make a Wisdom saving throw to end on behalf of the navigator. On a successful check, the party
the effect, as described below. stays on course. On a failed check, the party wanders off
Ending the Effect. If an affected creature ends its turn course, putting its members no closer to their destination
while not within 60 feet of the target or able to see it, the than they were at the start of that hour. If the check fails by
creature makes a Wisdom saving throw. On a successful 5 or more and the party members aren't tied together, one
save, the creature is no longer affected by the target and randomly determined party member becomes lost in the
recognizes the feeling of repugnance or attraction as blizzard and separated from the others. If the group tries to
magical. In addition, a creature affected by the spell is reunite with its missing member, have the party members
allowed another Wisdom saving throw every 24 hours (including the missing one) make a DC 15 Wisdom
while the spell persists. (Survival) group check at the end of each hour. If this group
A creature that successfully saves against this effect is check succeeds, the missing party member is found, but no
immune to it for 1 minute, after which time it can be progress is made toward reaching the group's intended
affected again. destination that hour. The group check can be repeated
after each hour spent searching for the missing party
member.
Appendix C
32
COVENANT OF THE CORPSE STAR COVENANT OF THE HOUNDMASTER
Charm Seriach the Hell Hound Whisperer grants the power to
Zhudun the Corpse Star grants the power to raise the dead. summon and control two hell hounds. The hounds can be
You may use this covenant to cast revivify thrice, raise dead summoned only once, appearing both at the same time
twice, and resurrection (regardless of how long ago the within unoccupied spaces within 30 feet of you. You also
target died) once. Each spell is cast as an action and requires learn to speak and understand Infernal, which the hell
no material components. hounds understand. You may only summon the hell hounds
Covenant. The Corpse Star requires tribute. Whenever once.
you cast one of these spells, you must murder others in cold Covenant. Seriach requires meat and more hounds for its
blood, dedicating their souls to the Corpse Star. If you fail infernal kennel. Monthly, you must sacrifice 100 pounds of
to do so within 24 hours, you and every single person meat to Seriach, burning it in a brazier. Alternatively, you
you've raised from the dead die instead. You must slay one may sacrifice a ferocious canine to Seriach, sending its soul
humanoid per casting of revivify, three for raise dead, and to its kennel, to be transformed into a hell hound. Failure to
ten for resurrection. These victims must be innocent do so will cause a hell hound you cannot control to be
strangers who have never done you any wrong. To dedicate loosed after you; the hound appears somewhere within 100
them to the Zhudun, you must carve their names into your miles and begins to magically track you.
body under starlight. These scars will never fade. Mark of Evil. Upon accepting this covenant, sulfurous
Mark of Evil. Upon accepting this covenant, you become smoke issues from your pores whenever you speak Infernal
so corpselike that you are easily mistaken for undead, and and canines detest you, whimpering, growling, and
your eyes glow a sickly yellow light. You also gain the flaw, howling when they smell you from afar. No magic but a
"I demand recompense for favors and assistance given." No wish spell can relieve you of your Mark of Evil, and it
magic but a wish spell can relieve you of your Mark of Evil. persists even if the hell hounds are dead and gone, up until
your death.
COVENANT OF THE DESTROYER
Charm COVENANT OF THE KINGMAKER
Great Taar Haak the Five-Headed Destroyer offers Charm
legendary strength. Your Strength score increases by 4, up Zantras the Kingmaker grants unnatural gravitas. Your
to a maximum of 22. Further, your hit point maximum Charisma score increases by 4, up to a maximum of 22.
increases by 30. Further, you may cast suggestion (spell save DC 15) thrice;
Covenant. The Five-Headed Destroyer demands blood, saving throws are made against this spell with disadvantage.
violence, and entertainment. You must slay a sapient Covenant. The Kingmaker demands wealth as tribute:
creature once a week; or you may nonlethally reduce a monthly, you must sacrifice 100 gp worth of treasure by
humanoid to 0 hit points daily. Failure to entertain the casting them in a brazier of flames and calling out Zantras'
Destroyer reduces your Strength score by 1d4 until you name; the tribute crumbles to ash. However, the price for
make up for your failure. You die if your Strength score is every subsequent tribute paid with wealth increases by 100
reduced to 0. gp. Should you fail to pay tribute, your Charisma score is
Mark of Evil. Upon accepting this covenant, you gain the reduced by 4 and you suffer a level of exhaustion that you
flaw, "I must bully the weak and prove their inferiority." No cannot remove until you make your missing tribute to
magic but a wish spell can relieve you of your Mark of Evil. Zantras with an interest of ten percent.
Mark of Evil. Upon accepting this covenant, you gain the
COVENANT OF THE GRAVE WYRM flaw, "Nothing is ever enough, I won't take no for an
Charm answer." No magic but a wish spell can relieve you of your
Tarakamedes the Grave Wyrm grants draconic gifts. You Mark of Evil.
grow skeletal wings, granting you a flying speed of 50 feet.
Additionally, you may subsist off carrion, bones, and grave
dirt instead of eating ordinary food.
Covenant. Tarakamedes hungers for bones and grave dirt
and satiates its fell hunger vicariously through you. Daily at
dawn, you die if you have not consumed 1 pound of bones
or grave dirt in the last 24 hours.
Mark of Evil. Upon accepting this covenant, you begin to
salivate uncontrollably in the presence of corpses, carrion,
bones, and grave dirt and must succeed on a DC 15
Charisma saving throw to not feast on such, provided you
are not in any immediate danger. No magic but a wish spell
can relieve you of your Mark of Evil.
Appendix C
33
COVENANT OF THE LICH COVENANT OF THE VAMPYR
Charm Charm
Tenebrous opens for you the path to lichdom. You may use The Vampyr opens to you the path to immortality through
this covenant to cast finger of death thrice, but it can only vampirism. You become a dhampir, gaining the following
target humanoids. If you fail to slay a humanoid with this these traits:
spell, you must make a DC 15 Constitution saving throw or • Only the blood of humanoids can sustain you. You gain
drop to 0 hit points and begin dying. If your target knows no sustenance from other food and drink.
any wizard spells, you instantly learn them if they are • You cannot be charmed by vampires, and do not suffer
turned into a zombie by finger of death. Once you have cast necrotic damage, nor a penalty to your hit point
this spell thrice, Tenebrous grants you the knowledge to maximum, if you are bitten by them.
craft a phylactery to house your soul and concoct a potion • You do not need to breathe.
to twist you into a lich. To do so, you must be a 17th level • You gain darkvision, out to a range of 60 feet.
wizard or higher. • You gain a climbing speed equal to your walking speed
Covenant. Until you become a lich, you must dedicate and you can move up, down, and across vertical surfaces
yourself to unearthing new arcana for Tenebrous. Under and upside down along ceilings, while leaving your hands
each new moon, you must either sacrifice a magic item, free.
which instantly crumbles into dust; or offer a spell you • You count as both undead and humanoid; magic that
know, which you permanently forget (if you a wizard, it is would detect or affect a humanoid or an undead both
stricken from your spellbook). Failure to make an offering works against you.
to Tenebrous drives you to madness and transforms you • Your teeth sharpen into fangs, which you can use for
into a nothic under the Dungeon Master's control. unarmed strikes, dealing 1d6 piercing damage on a hit.
Mark of Evil. Upon accepting this covenant, you become You may use either your Strength or Dexterity modifier
gaunt, almost skeletal, despite however well you eat. for your attack and damage rolls with this attack. Once
Further, your blood becomes pitch black and viscid, like tar. per turn, if you bite a humanoid, you gain 1d10
You also gain the flaw, "All I care for is acquiring new temporary hit points.
magic and arcane knowledge. No magic but a wish spell can Covenant. You vow to become a true vampire. To do so,
relieve you of your Mark of Evil. you must slay both a humanoid that loves or reveres you,
drinking their blood; and a true vampire, whose blood you
COVENANT OF POXES must also drink. Then, you must die a violent death at the
Charm hands of a creature that hates you. When both conditions
Fekre, the Queen of Poxes, renders you immune to the are met, you instantly become a vampire.
ravages of disease at the cost of alienating you from society. Mark of Evil. Upon receiving this Dark Gift, you gain the
You are immune to disease and can cast contagion (spell save flaw, "I am surrounded by hidden enemies that seek to
DC 15) thrice. destroy me. I can't trust anyone." No magic but a wish spell
Covenant. You vow to spread disease and death in your can relieve you of your Mark of Evil.
wake, becoming a carrier for all manner of diseases, from
influenza to typhoid. You infect others with your bodily DARK GIFT OF DAHLVER-NAR
fluids, such as saliva. Should you fail to spark an epidemic Charm
each month, Fekre curses you with leprosy that slowly The gift of He of the Many Teeth is the power to live many
develops but is paused when you fulfill your covenant. lives. When you die, you are reincarnated (as if by a
Mark of Evil. Upon accepting this covenant, you reek of reincarnate spell), your new body appearing within 10 feet
filth and others instinctively understand that you are of the old one. Once you have been reincarnated thrice, this
unclean. No magic but a wish spell can relieve you of your Dark Gift fades but your Mark of Evil remains.
Mark of Evil. Mark of Evil. Upon receiving this Dark Gift, you lose all
your teeth until you reincarnate for the third and final time.
No magic but a wish spell can relieve you of your Mark of
Evil.
Appendix C
34
DARK GIFT OF DELBAN DARK GIFT OF NORGANAS
Charm Charm
The gift of the Star of Ice and Hate is the power to unleash The Finger of Oblivion's gift is to turn life into undeath.
deadly cold. You have resistance to cold damage; you and You can cast finger of death (spell save DC 15) thrice, after
everything you wear and carry are unharmed by which you must succeed on a DC 15 Constitution saving
temperatures as low as -50 degrees Fahrenheit; and you throw or drop to 0 hit points. The gift then fades, but your
may cast cone of cold (spell save DC 15). After you have cast Mark of Evil remains.
the spell seven times, this gift and all its benefits fade but Mark of Evil. Upon receiving this Dark Gift, your blood
your Mark of Evil remains. becomes pitch black and viscid, like tar. No magic but a
Mark of Evil. Upon receiving this Dark Gift, you gain the wish spell can relieve you of your Mark of Evil.
flaw, "Fire terrifies me." No magic but a wish spell can
relieve you of your Mark of Evil. DARK GIFT OF SAVNOK
Charm
DARK GIFT OF DRIZLASH Savnok the Inscrutable's gift is the power to shield the
Charm mind. You come under a spell of mind blank for the
The Nine-Eyed Spider's gift is that to walk on walls and duration of 1 year: you are immune to psychic damage,
ceilings. You can climb difficult surfaces, including upside divination magic, the charmed condition, and any effect
down on ceilings, without needing to make an ability that would sense your emotions or read your thoughts.
check. This spell even foils wish spells and spells or effects of
Mark of Evil. Upon receiving this Dark Gift, you grow an similar power used to affect your mind or to gain
extra eye somewhere on your body. The eye is blind and information about you.
ever open. No magic but a wish spell can relieve you of your Mark of Evil. Upon receiving this Dark Gift, your eyes
Mark of Evil. melt away, leaving empty sockets that can still see. No
magic but a wish spell can relieve you of your Mark of Evil.
DARK GIFT OF FEKRE
Charm DARK GIFT OF SERIACH
The Queen of Poxes' gift is that to spread disease. You may Charm
cast contagion (spell save DC 15) thrice, after which this gift The Hell Hound Whisperer's gift is to conjure and control
fades but your Mark of Evil remains. hell hounds. As an action, you can summon two hell
Mark of Evil. Upon receiving this Dark Gift, you reek of hounds, both appearing simultaneously. The hounds can
filth and no magic or detergent can rid you of your stench. be summoned only once, after which this gift fades but your
No magic but a wish spell can relieve you of your Mark of Mark of Evil remains.
Evil. Mark of Evil. Upon receiving this Dark Gift, you learn to
speak and understand Infernal, which you may use to
DARK GIFT OF GREAT TAAR HAAK converse with the hell hounds, who understand no other
Charm language. Sulfurous smoke issues from your pores
The Five-Headed Destroyer's gift is great strength. For the whenever you speak Infernal. No magic but a wish spell can
next 10 days after receiving this gift, your Strength score is relieve you of your Mark of Evil.
25, after which this gift fades but your Mark of Evil
remains. DARK GIFT OF SHAMI-AMOURAE
Mark of Evil. Upon receiving this Dark Gift, you gain the Charm
flaw, "I like to bully others and make them feel weak and The Lady of Delights' gift is the power of persuasion. You
inferior." No magic but a wish spell can relieve you of your may cast suggestion thrice (spell save DC 15, targets have
Mark of Evil. disadvantage), after which this gift fades but your Mark of
Evil remains.
DARK GIFT OF KHIRAD Mark of Evil. Upon receiving this Dark Gift, you grow an
Charm extra finger on each hand and gain the flaw, "I can't get
The gift of the Star of Secrets is the power of divination. enough pleasure. I desire others to create beauty for me at
You may cast scrying (spell save DC 15) thrice, after which all times." No magic but a wish spell can relieve you of your
this gift fades but your Mark of Evil remains. Mark of Evil.
Mark of Evil. Upon receiving this Dark Gift, your voice
becomes a low whisper, and your every smile is cruel and
evil. No magic but a wish spell can relieve you of your Mark
of Evil.
Appendix C
35
DARK GIFT OF SYKANE DARK GIFT OF VAUND THE EVASIVE
Charm Charm
The Soul Hungerer's gift is the power to raise the recently Vaund the Evasive's gift is the power of evasion. For the
dead. You may cast raise dead thrice, after which this gift next 10 days, you gain the benefits below, after which this
fades but your Mark of Evil remains. gift fades but your Mark of Evil remains.
Mark of Evil. Upon receiving this Dark Gift, your eyes • When you fail a Dexterity saving throw, you can use
begin to glow a sickly yellow and you have the flaw, "If I your reaction to succeed instead. You may use this ability
help someone, I expect payment in return," until you have thrice, regaining 1d3 uses daily at dawn.
cast raise dead thrice. No magic but a wish spell can relieve • You are hidden from divination magic. You can't be
you of your Mark of Evil. targeted by such magic or perceived through magical
scrying sensors.
DARK GIFT OF TARAKAMEDES Mark of Evil. Upon receiving this Dark Gift, you become
Charm twitchy and nervous. You also gain the flaw, "I can't give a
The Grave Wyrm's gift is the power of flight. Upon straight answer to any question put to me." No magic but a
receiving this Dark Gift, you grow skeletal wings from your wish spell can relieve you of your Mark of Evil.
back, granting you a flying speed of 50 feet.
Mark of Evil. Upon receiving this Dark Gift, you become DARK GIFT OF YOG
dependent on the consumption of bones or grave dirt. You Charm
die at dawn if you have not eaten 1 pound of bones or grave Yog the Invincible's gift is supernatural resilience. Your hit
dirt in the last 24 hours. No magic but a wish spell can point maximum increases by 30 for 10 days, after which
relieve you of your Mark of Evil. this gift fades but your Mark of Evil remains.
Mark of Evil. Upon receiving this Dark Gift, oily black fur
DARK GIFT OF TENEBROUS erupts across your face and body. No magic but a wish spell
Charm can relieve you of your Mark of Evil.
Tenebrous' gift is the secret of lichdom. To learn this
secret, you must be an evil humanoid able to cast 9th-level DARK GIFT OF YRRGA
wizard spells. You learn how to craft a phylactery and Charm
imbue it with the power to contain your soul; and concoct a The Eye of Shadows' gift is the power of truesight. You gain
potion that transforms you into a lich. truesight out to a range of 60 feet, allowing you to see in
Mark of Evil. Upon receiving this Dark Gift, you gain the normal and magical darkness; see invisible creatures and
flaw, "All I care about is acquiring new magic and arcane objects; automatically detect visual illusions and succeed on
knowledge." No magic but a wish spell can relieve you of saving throws against them; perceive the original form of a
your Mark of Evil. shapechanger or a creature that is transformed by magic;
and allow you to see into the Ethereal Plane. This gift lasts
DARK GIFT OF THE VAMPYR for 30 days.
Charm Mark of Evil. Upon receiving this Dark Gift, and until the
The Vampyr's gift is the immortality of undeath. If you gift fades, your eyes become starry voids, and you gain the
accept this Dark Gift, you must first satisfy several flaw, "I believe that all life is pointless and look forward to
conditions, in the order below. You become aware of these death when it finally comes." No magic but a wish spell can
conditions after accepting the Dark Gift: first you must slay relieve you of your Mark of Evil.
another humanoid that loves or reveres you, then drink
their blood within 1 hour of slaying them; then you must DARK GIFT OF ZANTRAS
die a violent death at the hands of a creature that hates you. Charm
When both conditions are met, you instantly become a The Kingmaker's gift is gravitas. Your Charisma score
vampire. increases by 4, up to a maximum of 22.
Mark of Evil. Upon receiving this Dark Gift, you gain the Mark of Evil. Upon receiving this Dark Gift, you gain the
flaw, "I am surrounded by hidden enemies that seek to flaw, "I won't take 'no' for an answer." No magic but a wish
destroy me. I can't trust anyone." No magic but a wish spell spell can relieve you of your Mark of Evil.
can relieve you of your Mark of Evil.
Appendix C
36
DARK GIFT OF ZHUDUN
Charm
The Corpse Star's gift is the power to raise the ancient
dead. You may cast resurrection as an action, instead of over
the course of 1 hour, and the spell succeeds regardless of
how long the target has been dead. This gift fades once the
spell is cast, but your Mark of Evil remains.
Mark of Evil. Upon receiving this Dark Gift, you gain the
flaw, you become corpselike in such a severe manner that
you are easily mistaken for undead. No magic but a wish
spell can relieve you of your Mark of Evil.
EXTREME COLD
Weather
Whenever the temperature is at or below 0 degrees
Fahrenheit, a creature exposed to the cold must succeed on
a DC 10 Constitution saving throw at the end of each hour
or gain one level of exhaustion. Creatures with resistance
or immunity to cold damage automatically succeed on the
saving throw, as do creatures wearing cold weather gear
(thick coats, gloves, and the like) and creatures naturally
adapted to cold climates.
INCANTS OF EXETHANTER
Spellbook
This spellbook contains the following spells: animate dead,
blight, cloudkill, counterspell, detect magic, detect thoughts,
dimension door, disintegrate, dispel magic, dominate monster,
finger of death, fireball, globe of invulnerability, invisibility,
magic missile, Melf's acid arrow, mirror image, plane shift,
power word kill, power word stun, scrying, shield, and
thunderwave.
SPELLBOOK OF VILNIUS
Spellbook
This spellbook contains the following spells: cone of cold,
counterspell, detect magic, fireball, fly, greater invisibility, ice
storm, mage armor, magic missile, misty step, shield, and
suggestion.
Appendix C
37