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CREDITS

Designer: Kyle Wagner-Totty


Editor: Ryan Langr
Template: Simple Microsoft Word Template by Laura
Hirsbrunner
Cover Art: Tunatura
Interior Illustrators: DMG Creator Resource Art/WoTC Various
Artists, Fat Goblin Games, Roselysium,
Playtesters: Kooper Totty, Aria, and the rest of my D&D group

Disclaimer: The Lost Vaults are extremely dangerous. The chances of dying to poisonous gasses, magic item wield golems, and simply gettin g lost just increases the further in the
Vault you go. I recommend not going any further than the first floor on your first visit.

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all ot her Wizards of the Coast product
names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.
pp
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permissio n under the Community Content Agreement for
Dungeon Masters Guild.

All other original material in this work is copyright 2020 by Kyle Wagner-Totty and published under the Community Content Agreement for Dungeon Masters Guild.

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TABLE OF CONTENTS
Credits .................................................................................... 1
Table of Contents.................................................................. 2
Adventure Primer ................................................................. 3
Introduction ...................................................................................3
Adventure Background ................................................................3
Adventure Overview ......................................................................3
Adventure Hooks ...........................................................................3
Chapter One: The Research Camp ....................................... 4
Camp Introduction ....................................................................... 4
Scribe, Head Researcher ............................................................. 4
Adding more Flair to the Campsite .......................................... 5
Chapter Two: The Lost Vaults.............................................. 7
The Layout of the Vaults ............................................................. 7
The Vault Golems: Guard and Safe ........................................... 9
Melee Golems .......................................................................... 9
Heavy Golems .......................................................................... 9
Ranged Golems ........................................................................ 9
Magic Golems .......................................................................... 9
Creating your own Vault Golems........................................10
Using and placing the Vault Golems ..................................10
Traps within the Lost Vaults: Weaken and Delay ................ 11
Trap Triggers .......................................................................... 11
Trap Reactions........................................................................ 12
Placing Traps in the Vault .................................................... 12
Running the Vault: Bringing it to life ..................................... 13
Describing the Vaults ............................................................ 13
Exploring the Vaults ............................................................. 13
Setting up the Adventure ..................................................... 13
Chapter Three: Uninvited Guests .......................................14
Redgan and the Duergar ............................................................14
Dealing with the Guests .............................................................14
Stealth Approach ...................................................................14
Diplomacy Approach .............................................................14
Combat Approach .................................................................. 15
NPCs and Golems ................................................................ 16
Melee Golems .............................................................................. 16
Heavy Golems .............................................................................. 19
Ranged Golems ........................................................................... 24
Magic Golems .............................................................................. 27
Base Golem Stat Blocks ............................................................. 32
NPCs and Foes ............................................................................. 34
Scribe ....................................................................................... 34
Redgan Ironbrand ................................................................. 34
Magic items within The Lost Vaults ................................. 35
Magic Weapons ........................................................................... 35
Magic Armor, Robes, and Shields ........................................... 37
Spell Foci, Wands, and Staffs ................................................... 40
Wondrous Items and Others .................................................... 43

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ADVENTURE PRIMER  Chapter Three: Unexpected Guests. The party
run into the group of duergar, led by Redgan,
who have been capturing workers who they

INTRODUCTION have run into and are questioning them about


how to escape. Because the layout of the Vaults
keeps shifting and they have been in the Vaults
This adventure is designed for four 3rd level characters. It for 2 days, none of the workers know the
can be set within any location, so long as there is an arena current layout and are thus useless for the
with a large underground space. endeavor. The party will need to decide how
they want to handle the situation.

ADVENTURE BACKGROUND
ADVENTURE HOOKS
A large underground, ever shifting vault of magic items
has been discovered by a kenku wizard named Scribe. He The following are example adventure hooks you can use in
has hired a large team of workers, mages, clerics, and order to tie this adventure into your world.
others in order to help study and research the vaults and
magic items within. Dubbing them “The Lost Vaults”,  Lost Friend or Relative. One of the workers who
research into the items has gone extremely well up. has gotten missing in the Lost Vaults is a friend or
However, a group of workers hasn’t returned from the Lost a relative of one of the party members. The work
Vaults for the past 2 days, and Scribe has concerns about there pays well, seeing as it is so dangerous, so
powerful golems that might have wandered in from the there are opportunities abound for the
lower levels. However, a far more complicated issue is the resourceful and arcane focused.
cause behind the disappearance.  Opportunity of Knowledge. The vast amount of
arcane items, tomes, potions, and research there
The many floors of the Lost Vaults shift their layout every is a great opportunity for anyone magically
24 hours and the shift 2 days ago happen to trap a small inclined to learn more. Artificers would especially
group of duergar. They are, understandably, very upset see great opportunity to learn something new!
and angry over being trapped and have been capturing  Magic items! Nothing wrong with appealing to
workers they have found in order to try and find the exit. your player’s sense of greed. The reward of a
They are fairly close to the exit, but they are low on magic item or gold selling the items is vast here.
supplies. The adventurers will need to decide on how to The Lost Vaults contains vast amounts of fortune,
handle the duergar while also handling the dealing with so an open call to explore them and take some
traps, magic item wielding golems, and the confusing home is an exciting prospect.
nature of the Vaults themselves.

ADVENTURE OVERVIEW
This adventure is broken down into 3 chapters. The first
chapter should hopefully take anywhere from about 30
minutes to an hour. The second chapter should be the
main component of the adventure. The Lost Vaults ability
to shift around their main floors means you can actually
extend or shorten the second chapter as long or as short as
you want. The third chapter should be when the part
finally runs into the duergar as well as the captured
workers and should be about an hour as well.

 Chapter One: The Research Camp. The party


arrives at the research camp just outside of The
Lost Vaults. They meet with Scribe, as well as
the other researchers and workers, and gather
information about what the Lost Vaults are like,
as well request additional support via items.
 Chapter Two: The Lost Vaults. The party enters
the Lost Vaults and begin dealing with the
Vault’s various traps and golems. The layout of
each floor of the Vault changes at dawn every
morning, meaning there is not remembered
path that any previous worker has used yet.

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CHAPTER ONE: THE  The head researcher is a talking kenku, which is
odd since they typically mimic speech.

RESEARCH CAMP As the guards take the party to Scribe, they will see
various crates inside of tents with magic items inside. The
insides of the tents vary from eating areas, to beds, to
In this chapter, the party arrive to the research camp just makeshift research labs. The party will be toward the
outside of the Lost Vaults. It is here where they can receive center of the camp, where a tent that appears no larger
information about the Vaults, stock up on supplies, and get than any other is. One of the guards will enter the tent and
ready to descend into the Vaults. will speak that group has arrived for missing workers. A
voice will thank the guards and to have them come in. Once

CAMP INTRODUCTION the party enters the tent, read the following.

How the party arrives to the camp is entirely up to the DM.


The Lost Vaults are intentionally left off any standard map
due to being an ancient ruin, so it is highly likely they
walked there or had a guide take them there, taking a few
days to reach the location of the entrance. Read this as the
players arrive in the camp.

The Camp Guards (LN veterans) here at the research camp


are hired specifically to keep local dangerous wildlife away
from the camp, as well as keep any thieves or bandits out
as well. They are paid extremely well, and take their job
seriously. Upon arriving at the camp, 2-3 of the camp
guards will immediately question the party in a serious
tone. After learning they are here to assist with the missing
workers situation, they offer to escort the party to the head
researcher, Scribe. The guards have had to deal with
bandits trying to sneak their way in the past, so they keep a
close eye on the party until told otherwise.

If the any of the party ask the guards for information about
the camp, the missing workers, or the Vaults, they can
respond with the following:

 The research camp is a mix of magic casters of all


types, from clerics to artificers to wizards. While
they don’t understand the specifics of what they
SCRIBE, HEAD RESEARCHER
are doing, they are paid well to protect the area
Scribe (LG kenku archmage) is the head researcher, and
and that seems good enough for them.
the original person who found the Lost Vaults. He speaks
 The missing workers have been gone for about 2
with a gentle tone that stutters somewhat. He greets the
days. Since the layout of the Vaults shifts every
party warmly and invites him into this tent. Sadly there is
day, the guards feel they most likely got lost
no where to sit that isn’t holding papers, which he will
running away from something and are having
apologize for. Scribe will explain the job in more detail to
trouble getting back.
the party, and answer most questions, as he is eager to be
 The Vaults are filled with traps and golems from
able to continue with his work on the vault. Scribe will
what they have been told. They are paid to guard
provide the key information to the party:
the camp itself so this is just what they have
 The Lost Vaults is a multi-floor “vault” filled
heard from others. They don’t know specifics.
with traps and golems that wield magic items.

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The main feature of the vault is that at dawn the Lost Vaults. He has theories, but he rather
the layout of the floors changes, except for key keep those to himself.
rooms.  We want more payment: Scribe is somewhat
 The workers were sent onto the first floor of hesitant to provide more payment. He explains
the Lost Vaults in order to gather up magic that he is hoping to study what comes out of the
items and record any changes to the layout vault, and taking more might rob the chance to
once it has been cleared of traps and vault research and study them more. He already has to
golems for the day. The workers have not trade magic items that have been studied for gold
returned for 2 days. Scribe is concerned that to get other supplies and payment for guards and
stronger golems from the lower levels of the workers as is, which he dislikes. (The DM may
vault may have wandered into the first floor give out additional gold or another magic item to
and chased them into a section that changes, the party if they so choose of course).
thus causing them to become lost.  Why not send people from the research camp to
 Scribe will allow the party to keep one magic save and find the workers?: The honest answer is
item per person they recover from golems they that it is cheaper to send adventurers. The people
defeat as a reward for finding out what Scribe hired to clear the dungeon each day for
happened to the workers. If the workers are study are not cheap. This whole research project
alive, he would like them very much returned. If is very expensive and this is a cost saving
they have died, he would like their bodies measure. Anyone who is powerful is either
removed as he is unsure what would happen if a expensive or more interested in studying.
corpse is left in the vaults for too long.
 Scribe will also advise avoiding going to any After Scribe has answered all the parties’ questions, he
floors beyond the first, as the deeper in the will ask the guards outside of the tent to please show them
vaults you go, the more dangerous the traps, where the entrance to the Vault is. The guards will then
the stronger the golems, and the more powerful show them to a tent that in the center of the camp that is
the magic items the golems wield are. rather large. Inside of the tent is a large stone staircase
leading into the earth. The guard will explain the staircase
Other important things that Scribe might also provide if will lead to the entrance of the first floor of the vault,
asked: which does not shift like the rest of the vault. The party
 Why can you talk?: Scribe is able to talk thanks to might also be able to convince other researchers to provide
his research he has done from the Lost Vaults. things like additional rations, water, and potions of
The amulet he wears allows him to talk thanks to healing. This depends on how long you plan on having the
transmutation magic, which is his primary study. party be within the Vaults.
He hopes to be able to find a way to make it
perminate without the amulet and then provide
this magic to others of the kenku race.
ADDING MORE FLAIR TO THE
CAMPSITE
o Persuasion Check 13: He is also looking
for a way to give kenku wings as well.
 How deep is the vault?: Scribe honestly doesn’t
know. He personally has been as far as the 5th If the party chooses instead to ask for more information
floor. He is also in no rush to return to that floor from other researchers in the camp, for example when
either. they gather the rations and water promised by Scribe,
 Do the golem have any weaknesses?: Not that before they enter the vault, they can gather the following
Scribe is aware of. They are constructs that seem information:
to have been built to be both guards and storage
of the items in the vaults. He is aware they are  The first floor golems typically have at least a
immune to things like poisons and psychic weapon and some armor. Rarely they will have
damage however. other pieces of equipment as well.
 Can you provide us with any additional supplies?  Each floor of the Vault has 2 “fixed” locations
(Persuasion Check 12): Scribe will allow the party that don’t shift; The entrance and the exit. If
to take 2 days per person worth of rations and anyone had to guess, the workers might be at the
water in case they end up in the vaults when they exit of the first floor.
shift.  Golems on the lower floors will have equipment
o (Persuasion Check 13 or higher): Scribe that are more powerful. Some are even rumored
will also provide the party with a piece of to be able to attune to more than 3 at a time.
eternal chalk, which will help the party  The traps in the vaults usually aren’t deadly, but
immensely. Scribe does however expect they do weaken and hinder those it affects,
the eternal chalk back once the party is making it easier for the golems to protect the
done with it. items. The traps have different triggers as well.
 Who made the Vaults?: Scribe is just as eager to
learn about that as the party is. There is no
inscription on any walls, doors, or items
recovered that provide hints as to the origins of

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 There is no set size to the floors of the Vaults.
Sometimes they can clear a floor in an hour.
Sometimes they can’t clear a floor before dawn
the next day.

There are various types of additional things that can be


seen around the campsite as well! Here are some random
examples of things they can see around the campsite.

 Many artificers are working to understand,


research, and test out magic items found in the
vaults. It’s not uncommon for an occasional
explosion or errant spell to go off in the camps.
 Your party could hear screaming as they see a
random item tester starts falling INTO the sky. A
researcher comes out and says “Oh great. They
are trying out the Ring of Personal Gravity again?
Let’s hope they gave this one a feather fall potion
this time.”
 The party could overhear where a shipment of
magic items are going. Maybe it could be some
local magic item shop, or perhaps an arcane
academy for further study, or maybe a powerful
mage in the area has paid a great some for some
rare artifact.
 The party opens up a tent to see that it is full of
furniture, such as tables, chandeliers, mirrors,
thrones, and statues. A researcher say they are
pretty sure these are magical as well since they
were found in deeper in the vault, but they are
still being tested.
 The party might open up a tent to find the
makeshift hospital that is being used to hold all
the item testers who’s tests went wrong or people
who got hurt in the tent.
 The spell casters in your party might be able to
pay some of the wizards and artificers in the camp
to share some of the spells they have gathered in
their research.

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CHAPTER TWO: THE map you can use. This provides a good idea of how the
system works.

LOST VAULTS
In this chapter, the players finally begin exploring the Lost
Vaults. There are multiple ways to go about running this
dungeon for the party, which will be covered in this
chapter. Use whatever style works best for you.

THE LAYOUT OF THE VAULTS


From a mechanics standpoint, the Lost Vaults works
exactly as they are explained in Chapter 1; There are
multiple floors, each with an entrance and an exit, but the
layout of the Vaults shifts between those spaces changes at
dawn each day.

Entrance to the Floor


(Fixed Point)

Each section of the map is labeled with a different room


size (S for Small, M for medium, L for Large). The lines
represent the connections to each of these rooms, which
are hallways. The length of each hallway is 200 feet long,
Middle
regardless of room size it connects to. This makes the
(shifts every dawn)
dungeon feel like a bunch of rooms connected by long
hallways, which is the point. It is meant to be a maze.

The second way of designing the layout of the dungeon is


Exit to Next Floor to designing it yourself! It is a fairly simple task with a
(Fixed Point) piece of paper or a graphing paper. The important thing to
keep in mind is the number of rooms and dead ends.
Assume that something is going to happen in every single
room, even if you expect nothing to happen there. If each
rooms has an encounter, assume that each rooms will take
about 20-30 minutes minimum to handle. If each room
It is within this frame work where interesting things can has a trap, assume the players take about 5-10 minutes to
happen. The middle section of the Lost Vaults are made of disarm it out or be affected by it. Even if a room has
3 different rooms sizes that connect to one another. Each nothing in it, once you start throwing traps and golems at
room may contain something, such as a trap, golems, the players, it is highly likely they are going to inspect each
both, or nothing. The idea is that the dungeon is adaptable room. A dead end means back tracking, but as long as
depending on what you feel the party can handle, and the previous room has been cleared, it shouldn’t delay things
amount of time you have. The main goal of this adventure too badly. Luckily the Lost Vault is designed to be
is for the party to reach the exit of the first floor, where unadorned, so there will be little to distract the players
the workers are currently. beyond the goal at hand.

The very first thing you will want to do is determine the


layout of the first floor, at least for the 1st day. It The third way you can design the dungeon is to randomly
(hopefully) shouldn’t take your party more than a day to generate it using the rules and tables below. It is a fun way
get to the exit. We will talk about what happens if the to provide something unexpected at the players.
players take too long in the dungeon and it happens to Firstly, roll 2d8+4. This determines the number of rooms
shift at a later point. on the first floor.

There are a few ways to go about designing the middle


space of each floor. The easiest for you as a Dungeon
Master (DM) is to use the prebuild ones included in this
section. These are great because they allow for less prep
work on your part. Here is a simple example of one such

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Once you have rooms, lay them out onto a grid. If you end
of with an odd number, assign the odd room to the exit of Once you have all the room sizes, roll another 1d4 for each
the floor. For example, I rolled a 5 and 7, so that means a room to determine the room connections, rerolling for
total of 16 rooms. repeats and rolls than can’t connect. Just make sure there
is a guaranteed path to the entrance and exit at the very
least.

R OOM C ONNECTION
1d4 Hallway Connection
1 Up
2 Down
3 Left
4 Right

As you can see, it leads to many dead ends, so you can


always add additional connections as you see fit.

Then for each room roll a 1d4.

R OOM S IZE
1d4 Room size
1 Small
2 Medium
3 Large
4 Dealers Choice

The last thing to keep in mind is that the players are not
aware of the layout. So for example, let us say the players
are struggling to find the exit. Since they are not aware of
the layout, you can suddenly change the next unexplored
room of the dungeon to be exit! The maps in this adventure
are kept separated from one another exactly for this
purpose!

This is perfect for struggling players or when there is a


limited time left for the session. If the players question
why the dungeon is so short, remember “There is no set
size to the floors of the Vaults. Sometimes they can clear a
floor in an hour. Sometimes they can’t clear a floor before
dawn the next day”.

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THE VAULT GOLEMS: GUARD HEAVY GOLEMS
AND SAFE Heavy golems are the front line fighters. They appear in
the middle of the room alongside melee golems, but
Vault golems are the main protection force of the Lost
appear in front of the melee golems. They typically wear
Vaults. They are constructs that act as both guard and safe
medium and heavy armor, and wield heavy or two handed
for the magic items within the dungeon. The golems are
weapons. For the purposed of classes, heavy golems are
not actually all that powerful themselves beyond their
barbarians, strong fighters, and paladins. Heavy golems
natural resistances that constructs have. However, what
will immediately target the closest player and rush
does make them powerful is the fact that the golems are
towards them. This golem is solely focus on that single,
equipped with magic items and can wield any item easily.
closest target, even if there is a weaker target within their
Combined with traps that are designed to weaken and slow
range. If there are multiple heavy golems, each golem with
down intruders in the Vault makes these golems deadly.
target a different player and focus on them.
The golems in the Vault are broken down into four major

RANGED GOLEMS
types: Melee, Heavy, Ranged, and Magic. Each type wields
different types of items and has different tactics. Just like
with designing the middle section of the Vaults
themselves, there are ways of going about creating and Ranged golems are the users of ranged weapons in the
using the golems. In this instance, it’s recommended that vaults. They appear in the back of the room directly
you use the pre-built golems as they immediately ready to opposite of the players when they walk in. Ranged golems
be used. However, for a more complex and interesting only wear light armor, and wield any type of ranged
game, I would recommend creating a few golems as well to weapon. For the purposed of classes, they are ranged
throw in some curve balls at your players. What types of fighters, rangers, and ranged rogues. Ranged golems are
items they have, where they appear in rooms, and what some of the most nefarious of the golems in terms of
they do is based on the type of golem that they are. tactics. Ranged golems will specifically move to be as far
Since the golems are constructs, they are “programed” away from players as possible while staying in the room,
with a set sense of tactics when defending the vaults. and target players that in the back of the party. This makes
This makes them effective defenders, but also makes them especially dangerous against other ranged attackers
them predictable. or spell casters. The only time they will switch targets is
when a creature moves towards them with intent to harm
them.
MELEE GOLEMS
Melee golems are the average fighters of the Vaults. MAGIC GOLEMS
They typically directly in the middle of the room, behind
the heavy golems. They wield one handed weapons, and Magic golems are intended to be the defending spell
typically wear light to medium armor, and possibly a casters for the Vault. They appear to the left and right of
shield. For the purposed of classes, melee golems are the room when the players enter the room. Magic golems
paladins, fighters, melee rangers, monks and melee typically don’t wear any armor, but they might be
rogues. They are also the most adaptable of the golem equipped with a spell casting focus, wand, staff, and
types when it comes to tactics, as they change their tactics possibly robes as well. For the purposed of classes, they are
based on what other golems are in the room. Their tactics the spell casters; wizards, sorcerers, warlocks, clerics,
are listed in order or priority, based on the other golems in druids, and artificers. Magic golems are far more
the room. perceptive and intelligent than the other golems, and their
tactics clearly reflect this. Magic golems still stay away
1. Ranged or Magic Golems in the Room. The from the players similar to range golems, but they are far
melee golems primary tactic in rooms is to more picky with who they target. They try and target and
protect the ranged attackers. They will specially distract support characters. If there is a healer who is
move between the party and the ranged golems moving to heal an ally, they will target them. If a wizard or
and attack any player that is moving towards or bard is concentrating on a support spell, the magic golem
attacking the ranged golems. will seek to break the concentration. This makes them
2. Heavy Golems. The melee golems will act as annoying in combination with other golems, especially
back up for the heavy golems. They will stay melee golems who will seek out anyone who attempts to
near the heavy golems and attack a different attack the magic golem.
target than the one the heavy golem is
attacking.
3. Alone. As long as there are no other golems
within the room other than melee golems, they
will attack the closest target to them.

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CREATING YOUR OWN VAULT GOLEMS 1 ST FLOOR V AULT G OLEM A RMOR AC T ABLE
Armor Golem AC
Adding some variety to the golems will add some spice to
overall combat. Nothing is stopping a magic golem from None 13
wearing plate mail or having a heavy golem from using a
Padded or Leather (light) 14
wand. I have attempted to make the process of creating
new golems a fairly simple task. Studded leather (light) 15
Hide (medium) 14
Each of the four types of golems comes with a base stat
block. For simplify sake, each of the golems do a set Chain Shirt (medium) 15
amount of damage die with their weapons, regardless of
Scale Mail and Breastplate (medium) 16
the weapon item they are equipped with. Their base AC is
also all the same, which makes giving them armor Half Plate (medium) 17
extremely easy. The primary thing that makes each golem Ring mail (heavy) 14
different is the items they equipped with. The Vault
Golems have an ability called Magic Item Adaptation, Chain mail (heavy) 16
which allows them to use any magic item. What types of Splint (heavy) 17
items they have, where they appear in rooms, and what
they do is based on the type of golem that they are. Plate (heavy) 18
Nothing is stopping you from changing any of those,
but there are a few thing to keep in mind.

1. Vault golems follow the same rules of attunement as


players. That means they are only allowed to attune to a
maximum of 3 magic items at most. However, if you
USING AND PLACING THE VAULT
GOLEMS
want to create a stronger golem, increasing this limit
might be useful.

2. The rarity of the magic items the golems have is Once the layout of the vaults floor has been confirmed,
based on the floor they are from. The deeper down the you need to determine the number of golem you want to
vault you go, the stronger and rarer the magic items the throw at the party. The golems will be some of the main
golems wield. On the first floor, the only items the obstacles your party will encounter in the vault (besides
golems should have are, at most, uncommon. the traps), so setting the right amount of golems is key to
creating difficulty for them. Before getting into choosing
3. Don’t give a golem something you aren’t willing to and using the golems in the vault, there is a few important
give a player. I cannot stress this enough. Giving boots things to keep in mind.
of flying to a golem might sound like an awesome idea,
but ultimately the idea is that once the party defeats the 1. A fully rested party can easily take on double their
golem, that item is available for them to use in the Challenge rating. Challenge rating is not a great system for
dungeon. determining the difficulty of a fight, especially when magic
items are involved. Keep that in mind.
4. Stick to low level spells for golems. Magic items that
give spells are fine, since they are intended for that 2. The action economy is going to favor the party is most
purpose, but avoid giving your created golems a spell cases. Unless you throw an equal or higher amount of
higher than 1 st level, as least for first floor golems. golems vs. the amount of players, chances are the party is
going to win the fight based on the idea that the side with
5. Vault Golems are constructs with “programed” rules. the most amount of actions typically hits harder.
This is because they are effectively mass produced
guards for the vault. This means that they follow a logic 3. The party is going to be equipping the magic items the
when it comes to combat protecting the items. If you golems drop. This is intentional. This adventure is
design a new golem outside of the four types, make sure somewhat designed to give players a power trip with magic
you give it a logic similar to that of the others. items. However, this also means you can throw more
golems at them, since they will be stronger as they
Once you are confident that you want to create a golem progress. This is also intentional.
or two, choose the base golem stat block you want to
use, and then give them some magic items to modify
them. If you give them armor, use the following table to
adjust their AC.

10
Keeping all that in mind lets figure out how many and
TRAPS WITHIN THE LOST
VAULTS: WEAKEN AND DELAY
where to place the golems in your vault layout. To figure
out how many golems you include in your dungeon, use
this simple formula:
Now that golems have been introduced, it’s time to
3 x the Number of players + (half the number of introduce the third main feature of the vaults: traps. The
rooms on the floor rounded down). traps of the Lost Vaults are unique in the fact that they are
not designed to kill those who enter, but to slow them
So, for example, using our randomly generated map of 16 down and reduce their strength. The main reason behind
rooms, and assuming we have a party of 4, that leaves a this is because traps that would damage the golems and
total of 20 golems to use on the first floor. leave the items unprotected. What makes the traps
extremely effective is the fact that the golems themselves
Once you have confirmed the number of golems you are are completely immune to the traps. Because the golems
using, the next important step is how to place the golems are constructs, they are immune to being blinded,
in the vaults. You want them to spaced out in a way that charmed, deafened, exhausted, frightened, paralyzed,
ramps up the deeper they go. So for the first room or two petrified, and poisoned. A poison gas trap could go off in
where they encounter a golem, maybe only throw one the middle of the room, and the golems will wade through
golem at them. Then you can start to introduce traps. Then the toxic smoke unharmed to take care of any creature that
golems and traps together. Here’s a good example of how was foolish enough to enter.
to space out the golems using the randomly generated map
from before. The types of golems you introduce is
redundant so long as you know how many are in each TRAP TRIGGERS
room.

The traps are going to be one of the main things that is


going to help level the playing field for the golems.
Typically the golems are set around a fixed challenge
rating, with the party that explores the vault slowly getting
stronger as they destroy more golems and gather their
items. Traps really allow the golems to get the upper hand
when implemented correctly.

Traps within the first floor of the vault trigger in 3


different ways: Detection orbs, pressure plates, and sound
orbs.
 Detection orbs are small glass orbs that are
located in the center ceiling of each room.
Whenever a non-golem creature moves more
than 15 feet while within the room, the detection
orb will trigger the trap. A detection orb can be
found with a DC 14 Wisdom (Perception) check. In
order to disarm a detection orb, you have to shoot
it or obscure it. The orb has 10 hit points, 12 AC,
and is immune to poison and psychic damage. If
an orb takes damage but is not destroyed, it will
trigger the trap. Detection orbs can also be tricked
with smoke screens or being obscured with things
Notice how as the party gets closer and closer to the exit of like paint or ink.
the floor, the number of golems per room increases. The  Pressure plates are slightly raised plates that are
idea of this is somewhat similar to that of the game located at the entrance or near the center of the
Minesweeper; the closer to the goal, the more dangerous it room. They are 5 feet by 5 feet, and are designed
gets. There is also a few off shoots here or there on the to go off when anything heavier than 20 pounds
map. Maybe give those golems better items as a reward for steps on it. They are also designed to go off when
going off track. Or as a deterrent for a weakened party. a golem steps on them, but golems are unaware of
the plates themselves. They are designed to be
hard to spot, with a DC 16 Wisdom (Perception)
check. A pressure plate can be disarmed with a DC
12 Thieves’ Tool check.
 Sound orbs are orbs that are hearing out for loud
sounds. They are located in the ceiling of the
rooms right after the door way. They are able to
detect sounds in a 30-foot radius around it. If a
creature is not being stealthy around this orb with
a DC 13 Dexterity (Stealth) check, it will trigger

11
the trap in the room. Golems are not being On a failed save, they gain 1 level of exhaustion.
stealthy at all, and will trigger the orb The darts can only give a maximum of 3 levels
automatically if they enter the radius. They can of exhaustion to a single creature at a time.
be spotted with DC 13 Wisdom (Perception) check. Once triggered, the dart trap turns off.
In order to disarm the sound orb, they must be
destroyed, but silently. If you cast a spell with a
verbal component while within the 30-foot radius PLACING TRAPS IN THE VAULT
of the orb, it will trigger the orb. Arrows, slings,
and thrown weapons used within the radius do
Now that you have an understanding of the types of
not trigger the orb. The sound orb has 5 hit
triggers and reactions the traps in the Lost Vaults have,
points, 10 AC, and is immune to psychic and
you need to place them in the vault. Determining the
poison damage. Casting silence on the orb also
number of traps and where to place them is very similar to
effectively disarms it for a time.
the process for the golems. Use the following formula to
determine the number of traps on the floor:

TRAP REACTIONS
the number of players + (1/8 the number of rooms on
the floor, rounded down)

Once the party or the golems have triggered a trap, you So if we are using the same randomly generated map as
need to determine what that trigger activates. Most likely before, with a total of 4 players and 16 rooms, that means
the party might at most trigger one trap themselves, but the total number of traps is 6. With the number of traps in
the golems will also trigger the traps, leading to many mind, you will want to place them into the vaults similarly
interesting situations. The trap themselves are built to be to how you place the golems; the closer to the exit you get,
flush with the walls, and are nearly impossible to spot. The the more likely you are to encounter a trap. For example:
triggers, however require interaction with the inside of the
walls and are able to be spotted. Luckily the traps only
really target creatures who are in the rooms themselves, so
the party can just lure the golems into the hallways!
However, the hallways also very narrow, making it hard to
navigate and the golems might have something to deal
with crowded areas…

Now that we have covered the triggers for the traps, let’s
discuss the 3 types of reactions for the traps for the first
floor: Poison gas, blinding light, and exhaustion darts.

 Poison gas is exactly as it sounds; a gas that is


poisonous. The gas will take different amounts
of time to fill the room, depending on the room
size: 1 round for small, 2 rounds for medium,
and 3 rounds for large rooms. Once the room
has filled with gas, non-golem creatures must
make a DC 14 Constitution saving throw at the
start of their turn or be posioned for 1 minute.
Once the poison gas has filled the room for 3
rounds, the gas disappears and the trigger for
the trap is turned off.
 Blinding light causes the natural light within
the room to becomes ultra bright, possibly
blinding the party. The blinding light triggers
automatically as soon as the trigger is set off.
When triggered, each non-golem creature in
In this map example, the room’s descriptions are placed
the room must make a DC 14 Wisdom saving
like this:
throw or be blinded until the end of their next
turn. The trigger for blinding light can be set
TRIGGER / REACTION
off up to 3 times before being turned off.
 Exhaustion darts are a series of darts that are
For triggers, Detection orbs being D, Pressure plates being
fired from the walls at whoever triggered the
P, and Sound orbs being S
trap. Whenever a creature triggers the trap, roll
an attack roll against up to 4 creatures closest
For reactions, Poison gas being P, Blinding light being B,
to the trigger, adding +4 to the attack roll. On
and Exhaustion Darts being E.
hit, the creature takes 1 piercing damage and
must make a DC 12 Constitution saving throw.

12
RUNNING THE VAULT: EXPLORING THE VAULTS
BRINGING IT TO LIFE The next major thing to cover is how people navigate the
vaults. Since the vaults shift once per day, the people who
Now that you have figured out the layout, the golems,
explore it need to find their way out as quickly as possible
and the traps you have placed in the vault, it is time to
when they need to. This becomes especially important
bring the vault to life. This section of the chapter will cover
when you create an especially large floor with multiple
the other important details of the floors of the vaults as
hallways. Here are the ways that people navigate the
well as help to set up the plot for the adventure. Some of
vaults, and how your players can do that as well.
the key features of the vault are covered in this chapter,
which will help you provide more description of the vaults
 Have one of your players make a simple map
and what to do in certain situations.
themselves. It’s honestly easy to do, and gives a
player reasonability. A map that looks like the

DESCRIBING THE VAULTS 


examples would be easy enough to do.
Look for broken traps and golems. A room that
has a bunch of broken golems in it a clear
The Lost Vaults is an ancient underground maze meant indicator that they or someone else has been
to hold a vast trove of magic items, from the most there.
common to the most dangerous. While the adventure only  One of the items that Scribe can give the players
takes place on the first floor, it still helps to set the mood is eternal chalk. It’s chalk that can’t be erased
of this ancient changing dungeon. easily. Putting marks on the walls is the
common way the worker actual confirm cleared
Sights: The walls and ceiling of the dungeon are marked traps and rooms.
with glowing blue geometric ruins that provide enough
light to move around without torches. The floors are
smooth stone with almost no natural blemishes.
SETTING UP THE ADVENTURE
Sounds: Very quiet. Because of the stone walls, anything
your party says will have a slight echo to it. This also
As stated in the Adventure Primer, the reason that
means that if someone or something is further in and
workers haven’t returned yet is due to the fact that a group
triggering traps or fighting golems, it can be heard from
of duergar got trapped on a lower level of the vault. They
multiple rooms down.
have been stuck in the vault for 2 days now and are low on
supplies and people. They have been kidnapping the
Smells: The air of the Lost Vaults is always stale, dispute
workers and questioning them about how to escape. They
the lack of dust in the air. Anything in the air, such as fire,
are now at the exit of the first floor and are planning on
blood, poisonous gas and such stand out easily against the
what to do next. There should be hints that the duergar are
stagnate air.
there, giving the players plenty of time to figure out how
they want to handle it.
Golems: The Vault Golems all look the same. They are
featureless humanoids with similar geometric designs on
their bodies similar to that of the walls. They move with a
 The duergar are not exactly being quiet about
stiffness to their body and when they do not detect anyone,
their current circumstances. They are arguing
they stand in place and look around. The only thing that
loudly about what to do next and it should be
helps each of the golems stand out are the magic items
able to be heard from a few rooms down
they are wielding.
 There should be some empty rooms as the
players are exploring. You could easily have
these rooms have dropped supplies or
destroyed golems already in them. This should
provide evidence that someone is down here.
 As the players might see previous marks on the
walls from the workers who are forced to help
the duergar. This might lead them to conclude
the workers are still alive.

13
CHAPTER THREE: them even more lost. Redgan is retorting with the fact that
they wouldn’t have gotten this far if he hadn’t had the idea

UNINVITED GUESTS to kidnap these surface dwellers for supplies and info.

As the players enter the room, read the following:


In this chapter, the players finally run into the group of
duergar, led by Redgan, who have been capturing the
workers in order to try and find a way out of the vault. The
players will need to decide on how they want to handle the
duergar and their leader, and then escape from the vault.

DEALING WITH THE GUESTS


Depending on your party, there are multiple ways this
could pan out. Use the following information to help decide
on how the durgar will respond.

STEALTH APPROACH
The duergar are currently distracted with arguing and it
would be a fairly easy task to deal with the situation in a
multitude of ways. The players would have heard the
arguing before entering the room, giving them plenty of
REDGAN AND THE DUERGAR time to go for a stealth option. The duergar are busy
arguing, only requiring a DC 10 Dexterity (Stealth) check
to get into the room without being noticed. If they fail the
Redgan is a leader of a small group of duergar who have
check, the duergar will draw their weapons and Redgan
recently escaped from a mindflayer colony in the
(the only one who can speak common) will question who
underdark. They were looking for a new place to set up a
are they and why are they here. Their actions from there
camp 2 days ago when the Lost Vaults shifting and trapped
will determine if they choose to fight or not.
them after waking up. They were trapped on the 4 th floor of
the vault, where many of them fell to the golems and traps.
From there, they could choose to attack the duergar,
Redgan’s group originally had 20 duergar; they now have
who will immediately wheel around and defend
5, including himself. Redgan is determined to save what is
themselves to the death. The players might also choose to
left of his group, however he can.
free the 4 captured workers (N commoners). If they free
He has been kidnapping the workers he has been finding
the commoners, they will need to make another DC 10
in the Vaults, forcing them to share their supplies and
Dexterity (stealth) check with disadvantage due to the
drilling them on how to escape. Sadly they took far too
commoners being with them. If the duergar notice the
long and another day past when they captured the
players with the escaping workers, they will attack party,
workers, causing the prior knowledge the workers might
desperate to keep the once source of the information they
have had to be gone with the dawn. Extremely short on
have. If the they escape with the workers, the workers will
patience and supplies, the duergar in the group are
thank the players profusely for saving them, and explain
somewhat fed up with Redgan and have spend the most of
they were beaten for information on the vaults and had
the time arguing currently when the party finally stumble
their supplies taken. They will also explain they are fairly
across them.
certain that the duergar are lost.
When the party finally find the hallway to the first floor

DIPLOMACY APPROACH
exit, read the following passage:

While frustrated, beaten, and lost, the duergar will not


immediately attack the party on sight as long as they
aren’t hostile. They might first see the party as an
opportunity for more information and supplies before
seeing how well armed they are. If your player choose that
If any of your party understand Undercommon, they
they want to talk to Redgan, he will explain the situation
learn that the duergar are upset with Redgan for getting
with being trapped in this maze and is looking for the exit.

14
If the party does engage in combat with the duergar,
A few things to keep in mind with Redgan durring the give each of the 4 duergar a random magic item, and give
negotiation: Redgan the magic items listed in the NPCs and Golems
chapter.
 He will specifically try to avoid bringing up the
kidnapped workers, fearing that party might
attack them upon learning about them. If the
party mentions them, he will firmly explain he
did was he had to make sure he and his people
survive.
 Redgan will ask if he has to give up the items he
and his people have gathered thus far. If the
party provides any information stating that he
might, he will be hesitant to after all he has
been through. It will require a DC 12 Charisma
(Persuasion) check to convince him. The
duergar will insist on carrying their items out
with them. A failed check here will cause
Redgan and the duergar to attack, believing
that they can take the party and using their
cleared path to escape.
 Redgan will respond negatively to intimidation.
He is a desperate but proud man. At the first
attempt at intimidation, he will warn the party
that he has been through hell to get here and
will not simply back down. Any further
intimidation attempts after that will cause him
and the duergar to attack.
 If the player negotiate the workers first,
Redgan will decline. He understands they are
bargaining chip and will not giving them up
easily. It will require a DC 16 Charisma
(Persuasion) check to convince him to give
them up.
 If the players offer to heal the duergar, they will
be reclutant but will accept the help. Doing so
will grant advantage on all Charisma
(Persuasion) check with Redgan and the
duergar.

If the players successfully convince the duergar that


they are going to help them, they will hesitantly follow
them out of the vaults. The guards will be surprised to see
them, but won’t attack as long as the players explain the
situation. Scribe will also be surprised, as something like
this has never happened before, but will offer to help
recover the bodies of fallen duergar, so long as Redgan and
the duergar surrender the items they have gathered.

COMBAT APPROACH
While the simplest options, the players could choose to
just attack the duergar and save the workers. Redgan and
the duergar will fight to the death to defend themselves,
using the fully might of their duergar powers and the
magic items they have obtained. Upon being defeated, the
players will have the option to pick up their items and get
them as possible reward for the adventure. However the
question of happens to dead bodies that are left in the Lost
Vaults ever has been answered yet. Perhaps there will be
some consequences for these actions.

15
NPCS AND GOLEMS
Medium construct, lawful neutral

Golems and NPCs in this section will have the magic Armor Class 14 (hide)
items they are carrying underlined. Be sure to also check Hit Points 14 (2d8 + 6)
the armor of each golem, as some wearing regular non- Speed 30 ft.
enchanted armor as well. Another thing to note is that
some magic items might be repeated across golems. STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 16 (+3) 10 (0) 10 (0) 10 (0)
MELEE GOLEMS Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion,
frightened, paralyzed, petrified, poisoned
Senses passive Perception 11
Medium construct, lawful neutral Languages Understands all languages, but only able to speak if
command words are need for magic items.
Armor Class 16 (leather armor and shield) Challenge 1 (200 XP)
Hit Points 14 (2d8 + 6)
Speed 30 ft. Magic Item Adaptation. For the purposes of equipping, attuning,
and using magic items, the vault golem ignores all class, race, spell
STR DEX CON INT WIS CHA and level requirements.
16 (+3) 16 (+3) 16 (+3) 10 (0) 10 (0) 10 (0)
FROST WEAPON. Once per day while wielding this weapon, you
Damage Immunities poison, psychic can use a bonus action to freeze the next attack you make. While
Condition Immunities blinded, charmed, deafened, exhaustion, activated, this weapon does an additional 1d6 cold damage. This
frightened, paralyzed, petrified, poisoned feature lasts for 1 minute, or until you successfully damage a
Senses passive Perception 11 creature with this weapon.
Languages Understands all languages, but only able to speak if
command words are need for magic items.
Challenge 1 (200 XP) BESTIAL ARMOR. Three times per day while wearing this armor
when you take a Dash action, you can use a bonus action to make
Magic Item Adaptation. For the purposes of equipping, attuning, a single melee weapon attack. This melee attack gains a +1 bonus
and using magic items, the vault golem ignores all class, race, spell to attack and damage rolls.
and level requirements.

FLAMING WEAPON. Once per day while wielding this weapon,


you can use a bonus action to ignite the next attack you make. One Handed Melee Weapon. Melee Weapon Attack: +5 to hit,
While activated, this weapon does an additional 1d6 fire damage. reach 5 ft., one target. Hit: 6 (1d6 + 3) weapon damage.
This feature lasts for 1 minute, or until you successfully damage a
creature with this weapon. Punch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
5 (1d4 + 3) bludgeoning damage.
SHIELD OF PROTECTION. Once per day while wielding this
shield, when you or an ally within 5 feet of you are hit by an attack,
you can use a reaction to reduce the damage by half.

One Handed Melee Weapon. Melee Weapon Attack: +5 to hit,


reach 5 ft., one target. Hit: 6 (1d6 + 3) weapon damage.

Punch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
5 (1d4 + 3) bludgeoning damage.

16
Medium construct, lawful neutral

Armor Class 16 (breastplate)


Hit Points 14 (2d8 + 6)
Speed 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 16 (+3) 16 (+3) 10 (0) 10 (0) 10 (0)

Damage Immunities poison, psychic


Condition Immunities blinded, charmed, deafened, exhaustion,
frightened, paralyzed, petrified, poisoned
Senses passive Perception 11
Languages Understands all languages, but only able to speak if
command words are need for magic items.
Challenge 1 (200 XP)

Magic Item Adaptation. For the purposes of equipping, attuning,


and using magic items, the vault golem ignores all class, race, spell
and level requirements.

WEAPON OF DEFENSE. . Once per day while wielding this weapon


when you take damage from a melee attack, you can use a
Medium construct, lawful neutral reaction to reduce the damage by half.

Armor Class 15 (studded leather)


Hit Points 14 (2d8 + 6)
Speed 30 ft. One Handed Melee Weapon. Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 6 (1d6 + 3) weapon damage.
STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 16 (+3) 10 (0) 10 (0) 10 (0)
Punch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
Damage Immunities poison, psychic 5 (1d4 + 3) bludgeoning damage.
Condition Immunities blinded, charmed, deafened, exhaustion,
frightened, paralyzed, petrified, poisoned
Senses passive Perception 11
Languages Understands all languages, but only able to speak if
command words are need for magic items.
Challenge 1 (200 XP)

Magic Item Adaptation. For the purposes of equipping, attuning,


and using magic items, the vault golem ignores all class, race, spell
and level requirements.

WYRMTOOTH DAGGER. When this dagger is created, it is imbued


with one of the following elements; acid, lighting, fire, cold, or
poison. Once per day when you hit with this weapon, you can deal
an additional 2d6 damage of imbued elemental type

One Handed Melee Weapon. Melee Weapon Attack: +5 to hit,


reach 5 ft., one target. Hit: 6 (1d6 + 3) weapon damage.

Punch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
5 (1d4 + 3) bludgeoning damage.

17
Medium construct, lawful neutral Medium construct, lawful neutral

Armor Class 16 (breastplate) Armor Class 14 (leather)


Hit Points 14 (2d8 + 6) Hit Points 14 (2d8 + 6)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 16 (+3) 10 (0) 10 (0) 10 (0) 16 (+3) 16 (+3) 16 (+3) 10 (0) 10 (0) 10 (0)

Damage Immunities poison, psychic Damage Immunities poison, psychic


Condition Immunities blinded, charmed, deafened, exhaustion, Condition Immunities blinded, charmed, deafened, exhaustion,
frightened, paralyzed, petrified, poisoned frightened, paralyzed, petrified, poisoned
Senses passive Perception 11 Senses passive Perception 11
Languages Understands all languages, but only able to speak if Languages Understands all languages, but only able to speak if
command words are need for magic items. command words are need for magic items.
Challenge 1 (200 XP) Challenge 1 (200 XP)

Magic Item Adaptation. For the purposes of equipping, attuning, Magic Item Adaptation. For the purposes of equipping, attuning,
and using magic items, the vault golem ignores all class, race, spell and using magic items, the vault golem ignores all class, race, spell
and level requirements. and level requirements.

QUICK WEAPON. . Once per day when you take the Attack action POISONED WEAPON. . Once per day when you hit with this
with this weapon, you can make an additional single weapon weapon, you can force the target to make a DC 13 Constitution
attack on a creature within range saving throw. On a failed save, they are poisoned until the end of
their next turn.

HEALERS ARMOR. While wearing this armor whenever you cast a


spell that restores hit points, increase the amount of hit points EXECUTIONER’S BRACERS. While wearing these bracers,
healed by +1 per dice rolled whenever you roll a critical hit with a melee attack, you can add a
+1d6 bonus to the damage roll

One Handed Melee Weapon. Melee Weapon Attack: +5 to hit,


reach 5 ft., one target. Hit: 6 (1d6 + 3) weapon damage. One Handed Melee Weapon. Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 6 (1d6 + 3) weapon damage.

Punch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
5 (1d4 + 3) bludgeoning damage. Punch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
5 (1d4 + 3) bludgeoning damage.

18
Medium construct, lawful neutral Medium construct, lawful neutral

Armor Class 13 (None) Armor Class 14 (leather)


Hit Points 14 (2d8 + 6) Hit Points 14 (2d8 + 6)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 16 (+3) 10 (0) 10 (0) 10 (0) 16 (+3) 16 (+3) 16 (+3) 10 (0) 10 (0) 10 (0)

Damage Immunities poison, psychic Damage Immunities poison, psychic


Condition Immunities blinded, charmed, deafened, exhaustion, Condition Immunities blinded, charmed, deafened, exhaustion,
frightened, paralyzed, petrified, poisoned frightened, paralyzed, petrified, poisoned
Senses passive Perception 11 Senses passive Perception 11
Languages Understands all languages, but only able to speak if Languages Understands all languages, but only able to speak if
command words are need for magic items. command words are need for magic items.
Challenge 1 (200 XP) Challenge 1 (200 XP)

Magic Item Adaptation. For the purposes of equipping, attuning, Magic Item Adaptation. For the purposes of equipping, attuning,
and using magic items, the vault golem ignores all class, race, spell and using magic items, the vault golem ignores all class, race, spell
and level requirements. Vault golems also have proficiency with all and level requirements. Vault golems also have proficiency with all
equipment types. equipment types.

KI WEAPON. . Whenever you use a Flurry of Blows while wielding DUELIST’S WEAPON. . Once per day when you hit a creature with
this weapon, your unarmed attacks gain a +1 bonus to attack and this weapon, your next weapon attack with any weapon other
damage until the end of your turn. than this one has advantage.

ABDUCTION KI FOCUS. . Once per day while attuned to this focus, EVERLASTING PROVISIONS. . (no combat features)
you can expend a ki point to teleport 25 feet to an unoccupied
location you can see.
One Handed Melee Weapon. Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 6 (1d6 + 3) weapon damage.

One Handed Melee Weapon. Melee Weapon Attack: +5 to hit, Punch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
reach 5 ft., one target. Hit: 6 (1d6 + 3) weapon damage. 5 (1d4 + 3) bludgeoning damage.

Punch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
5 (1d4 + 3) bludgeoning damage.

19
HEAVY GOLEMS

Medium construct, lawful neutral Medium construct, lawful neutral

Armor Class 18 (plate) Armor Class 13 (none)


Hit Points 14 (2d8 + 6) Hit Points 14 (2d8 + 6)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 16 (+3) 10 (0) 10 (0) 10 (0) 16 (+3) 16 (+3) 16 (+3) 10 (0) 10 (0) 10 (0)

Damage Immunities poison, psychic Damage Immunities poison, psychic


Condition Immunities blinded, charmed, deafened, exhaustion, Condition Immunities blinded, charmed, deafened, exhaustion,
frightened, paralyzed, petrified, poisoned frightened, paralyzed, petrified, poisoned
Senses passive Perception 11 Senses passive Perception 11
Languages Understands all languages, but only able to speak if Languages Understands all languages, but only able to speak if
command words are need for magic items. command words are need for magic items.
Challenge 1 (200 XP) Challenge 1 (200 XP)

Magic Item Adaptation. For the purposes of equipping, attuning, Magic Item Adaptation. For the purposes of equipping, attuning,
and using magic items, the vault golem ignores all class, race, spell and using magic items, the vault golem ignores all class, race, spell
and level requirements. and level requirements.

AVALANCHE HAMMER. . While wielding this weapon whenever you STORMBITER WARBLADE. . This weapon does additional lightning
use your full movement on your turn, the next time you hit with damage equal to your Constitution modifier (minimum of 1).
this weapon on this turn, you deal an additional +1d4 damage of
the weapon’s type. This bonus increases to +2d4 if you move over RING OF ENDURING EARTH. . While wearing this ring, you gain a
difficult terrain. 1d4 bonus to Constitution saving throws. Once per day when you
are pushed or pulled, you can use a reaction to ignore the
ARMOR OF EYES. . While wearing this armor, you gain advantage movement.
on Wisdom (Perception) checks. Once per day as a reaction when a
creature attacks you with advantage, you can cancel the
advantage on the attack roll
Two Handed Melee Weapon. Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 9 (2d6 + 3) weapon damage. plus an
additional 3 lighting damage
Two Handed Melee Weapon. Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 9 (2d6 + 3) weapon damage.

20
Medium construct, lawful neutral Medium construct, lawful neutral

Armor Class 18 (plate) Armor Class 16 (Breastplate)


Hit Points 14 (2d8 + 6) Hit Points 14 (2d8 + 6)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 16 (+3) 10 (0) 10 (0) 10 (0) 16 (+3) 16 (+3) 16 (+3) 10 (0) 10 (0) 10 (0)

Damage Immunities poison, psychic Damage Immunities poison, psychic


Condition Immunities blinded, charmed, deafened, exhaustion, Condition Immunities blinded, charmed, deafened, exhaustion,
frightened, paralyzed, petrified, poisoned frightened, paralyzed, petrified, poisoned
Senses passive Perception 11 Senses passive Perception 11
Languages Understands all languages, but only able to speak if Languages Understands all languages, but only able to speak if
command words are need for magic items. command words are need for magic items.
Challenge 1 (200 XP) Challenge 1 (200 XP)

Magic Item Adaptation. For the purposes of equipping, attuning, Magic Item Adaptation. For the purposes of equipping, attuning,
and using magic items, the vault golem ignores all class, race, spell and using magic items, the vault golem ignores all class, race, spell
and level requirements. and level requirements.

DISLOCATION WEAPON. . Once per day while wielding this AWAKENING ARMOR. . Once per day while wearing this armor,
weapon, whenever you hit with this weapon, you can force the whenever a creature has advantage against you due to a sneak
damaged creature to succeed on a DC 14 Charisma saving throw or attack or surprise, you can use a reaction to cancel the advantage.
teleport to an unoccupied within 5 feet of an allied creature, so
long as the allied creature is within 25 feet of you.
BATTLECRAZED WEAPON. . Whenever you hit a creature with this
weapon, they are battle marked. Every attack that hits the marked
HOLY ADVERSARY’S ARMOR. . Once per day while wearing this creature with this weapon increases the amount of damage done
armor whenever you use a smite spell on a creature, you can by this weapon +1 per hit, with a maximum of +2. Only one battle
reduce all damage that creature does to you by an amount equal mark can exist at a time and hitting a new creatures ends the
to your Charisma modifier until the end of your next turn. previous mark. The mark lasts 1 minute.

Two Handed Melee Weapon. Melee Weapon Attack: +5 to hit, Two Handed Melee Weapon. Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 9 (2d6 + 3) weapon damage. reach 5 ft., one target. Hit: 9 (2d6 + 3) weapon damage.

21
Medium construct, lawful neutral Medium construct, lawful neutral

Armor Class 14 (hide) Armor Class 14 (hide)


Hit Points 14 (2d8 + 6) Hit Points 14 (2d8 + 6)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 16 (+3) 10 (0) 10 (0) 10 (0) 16 (+3) 16 (+3) 16 (+3) 10 (0) 10 (0) 10 (0)

Damage Immunities poison, psychic Damage Immunities poison, psychic


Condition Immunities blinded, charmed, deafened, exhaustion, Condition Immunities blinded, charmed, deafened, exhaustion,
frightened, paralyzed, petrified, poisoned frightened, paralyzed, petrified, poisoned
Senses passive Perception 11 Senses passive Perception 11
Languages Understands all languages, but only able to speak if Languages Understands all languages, but only able to speak if
command words are need for magic items. command words are need for magic items.
Challenge 1 (200 XP) Challenge 1 (200 XP)

Magic Item Adaptation. For the purposes of equipping, attuning, Magic Item Adaptation. For the purposes of equipping, attuning,
and using magic items, the vault golem ignores all class, race, spell and using magic items, the vault golem ignores all class, race, spell
and level requirements. and level requirements.

FLAMING WEAPON. Once per day while wielding this weapon, FROST WEAPON. Once per day while wielding this weapon, you
you can use a bonus action to ignite the next attack you make. can use a bonus action to freeze the next attack you make. While
While activated, this weapon does an additional 1d6 fire damage. activated, this weapon does an additional 1d6 cold damage. This
This feature lasts for 1 minute, or until you successfully damage a feature lasts for 1 minute, or until you successfully damage a
creature with this weapon. creature with this weapon.

Two Handed Melee Weapon. Melee Weapon Attack: +5 to hit, Two Handed Melee Weapon. Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 9 (2d6 + 3) weapon damage plus 1d4 reach 5 ft., one target. Hit: 9 (2d6 + 3) weapon damage plus 1d4
acid damage. acid damage.

22
Medium construct, lawful neutral
Medium construct, lawful neutral
Armor Class 16 (Chain Shirt)
Armor Class 16 (Chain Shirt) Hit Points 14 (2d8 + 6)
Hit Points 14 (2d8 + 6) Speed 30 ft.
Speed 30 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 16 (+3) 10 (0) 10 (0) 10 (0)
16 (+3) 16 (+3) 16 (+3) 10 (0) 10 (0) 10 (0)
Damage Immunities poison, psychic
Damage Immunities poison, psychic Condition Immunities blinded, charmed, deafened, exhaustion,
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
frightened, paralyzed, petrified, poisoned Senses passive Perception 11
Senses passive Perception 11 Languages Understands all languages, but only able to speak if
Languages Understands all languages, but only able to speak if command words are need for magic items.
command words are need for magic items. Challenge 1 (200 XP)
Challenge 1 (200 XP)
Magic Item Adaptation. For the purposes of equipping, attuning,
Magic Item Adaptation. For the purposes of equipping, attuning, and using magic items, the vault golem ignores all class, race, spell
and using magic items, the vault golem ignores all class, race, spell and level requirements.
and level requirements.
ACIDIC WEAPON. . While wielding this weapon, this weapon does
DEFENSIVE WEAPON. . When you take the Dodge action while an additional 1d4 acid damage. Once per day as a bonus action,
wielding this weapon, you can add +2 to your AC until the end of you can cause the acid to surge on the weapon, extending the
your next turn. You can't make opportunity attacks with this range of attacks made with the weapon by 5 feet until the end of
weapon if you use this feature. your turn.

Two Handed Melee Weapon. Melee Weapon Attack: +5 to hit, Two Handed Melee Weapon. Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 9 (2d6 + 3) weapon damage. reach 5 ft., one target. Hit: 9 (2d6 + 3) weapon damage plus 1d4
acid damage.

23
RANGED GOLEMS

Medium construct, lawful neutral


Medium construct, lawful neutral
Armor Class 14 (leather)
Armor Class 14 (leather) Hit Points 14 (2d8 + 6)
Hit Points 14 (2d8 + 6) Speed 30 ft.
Speed 30 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 10 (0) 16 (+3) 16 (+3) 10 (0) 10 (0) 10 (0)
10 (0) 16 (+3) 16 (+3) 10 (0) 10 (0) 10 (0)
Damage Immunities poison, psychic
Damage Immunities poison, psychic Condition Immunities blinded, charmed, deafened, exhaustion,
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
frightened, paralyzed, petrified, poisoned Senses passive Perception 11
Senses passive Perception 11 Languages Understands all languages, but only able to speak if
Languages Understands all languages, but only able to speak if command words are need for magic items.
command words are need for magic items. Challenge 1 (200 XP)
Challenge 1 (200 XP)
Magic Item Adaptation. For the purposes of equipping, attuning,
Magic Item Adaptation. For the purposes of equipping, attuning, and using magic items, the vault golem ignores all class, race, spell
and using magic items, the vault golem ignores all class, race, spell and level requirements.
and level requirements.

SCREAMING BOW. You do not have advantage on attack rolls from


PRIME SHOT WEAPON. This weapon deals an additional 1d4 being unseen when attacking with this bow. This bow does
damage against hostile creatures who have no allies within 5 feet additional thunder damage equal to your Dexterity modifier. When
of them. you roll a critical hit with this bow, the creature must succeed on a
DC 14 Wisdom saving throw or become deafened until the end of
their next turn.

Ranged Weapon. Ranged Weapon Attack: +5 to hit, reach 80/320


ft., one target. Hit: 7(1d8 + 3) weapon damage, plus an additional
1d4 if the damaged creature has no allies with 5 feet of it. Ranged Weapon. Ranged Weapon Attack: +5 to hit, reach 80/320
ft., one target. Hit: 7(1d8 + 3) weapon damage, plus 3 thunder
damage.

24
Medium construct, lawful neutral Medium construct, lawful neutral

Armor Class 14 (leather) Armor Class 14 (leather)


Hit Points 14 (2d8 + 6) Hit Points 14 (2d8 + 6)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (0) 16 (+3) 16 (+3) 10 (0) 10 (0) 10 (0) 10 (0) 16 (+3) 16 (+3) 10 (0) 10 (0) 10 (0)

Damage Immunities poison, psychic Damage Immunities poison, psychic


Condition Immunities blinded, charmed, deafened, exhaustion, Condition Immunities blinded, charmed, deafened, exhaustion,
frightened, paralyzed, petrified, poisoned frightened, paralyzed, petrified, poisoned
Senses passive Perception 11 Senses passive Perception 11
Languages Understands all languages, but only able to speak if Languages Understands all languages, but only able to speak if
command words are need for magic items. command words are need for magic items.
Challenge 1 (200 XP) Challenge 1 (200 XP)

Magic Item Adaptation. For the purposes of equipping, attuning, Magic Item Adaptation. For the purposes of equipping, attuning,
and using magic items, the vault golem ignores all class, race, spell and using magic items, the vault golem ignores all class, race, spell
and level requirements. and level requirements.

WEAPON OF ACCURACY. Once per day while wielding this weapon, SONGBOW OF VANISHMENT. . You have a +1 bonus to attack and
you can gain a +2 bonus to attack rolls with this weapon until the damage rolls made with this weapon. This weapon counts as a
end of your turn. spellcasting focus, and you can add its enchantment bonus to
your spell attack and damage rolls for bard spells. Once per day
when you hit with this weapon or a bard spell, you can force the
BRACERS OF THE PERFECT SHOT. . While wearing these armbands creature to make a Wisdom saving throw equal to your spell save
your ranged weapon attacks deal an additional +1 damage. DC (10). On a failed save, the creature considers you to be invisible
until the end of their next turn

LUCKY CHARM. Once per day while wearing this charm, you can
Ranged Weapon. Ranged Weapon Attack: +5 to hit, reach 80/320
add 1d6 to any attack roll, ability check, or saving throw you make.
ft., one target. Hit: 8(1d8 + 4) weapon damage

Ranged Weapon. Ranged Weapon Attack: +6 to hit, reach 80/320


ft., one target. Hit: 8(1d8 + 4) weapon damage

25
Medium construct, lawful neutral Medium construct, lawful neutral

Armor Class 14 (leather) Armor Class 14 (leather)


Hit Points 14 (2d8 + 6) Hit Points 14 (2d8 + 6)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (0) 16 (+3) 16 (+3) 10 (0) 10 (0) 10 (0) 10 (0) 16 (+3) 16 (+3) 10 (0) 10 (0) 10 (0)

Damage Immunities poison, psychic Damage Immunities poison, psychic


Condition Immunities blinded, charmed, deafened, exhaustion, Condition Immunities blinded, charmed, deafened, exhaustion,
frightened, paralyzed, petrified, poisoned frightened, paralyzed, petrified, poisoned
Senses passive Perception 11 Senses passive Perception 11
Languages Understands all languages, but only able to speak if Languages Understands all languages, but only able to speak if
command words are need for magic items. command words are need for magic items.
Challenge 1 (200 XP) Challenge 1 (200 XP)

Magic Item Adaptation. For the purposes of equipping, attuning, Magic Item Adaptation. For the purposes of equipping, attuning,
and using magic items, the vault golem ignores all class, race, spell and using magic items, the vault golem ignores all class, race, spell
and level requirements. and level requirements.

WOUNDING WEAPON. Once per day, when you attack with this POISONED WEAPON. Once per day when you hit with this weapon,
weapon, you can choose to instead cast inflict wounds, using the you can force the target to make a DC 13 Constitution saving
weapon’s attack roll as the spell attack and the weapons range for throw. On a failed save, they are poisoned until the end of their
the spell range. next turn.

Ranged Weapon. Ranged Weapon Attack: +5 to hit, reach 80/320 Ranged Weapon. Ranged Weapon Attack: +5 to hit, reach 80/320
ft., one target. Hit: 7(1d8 + 3) weapon damage ft., one target. Hit: 7(1d8 + 3) weapon damage

26
Medium construct, lawful neutral
Medium construct, lawful neutral
Armor Class 14 (leather)
Armor Class 15 (Studded leather) Hit Points 14 (2d8 + 6)
Hit Points 14 (2d8 + 6) Speed 30 ft.
Speed 30 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 10 (0) 16 (+3) 16 (+3) 10 (0) 10 (0) 10 (0)
10 (0) 16 (+3) 16 (+3) 10 (0) 10 (0) 10 (0)
Damage Immunities poison, psychic
Damage Immunities poison, psychic Condition Immunities blinded, charmed, deafened, exhaustion,
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
frightened, paralyzed, petrified, poisoned Senses passive Perception 11
Senses passive Perception 11 Languages Understands all languages, but only able to speak if
Languages Understands all languages, but only able to speak if command words are need for magic items.
command words are need for magic items. Challenge 1 (200 XP)
Challenge 1 (200 XP)
Magic Item Adaptation. For the purposes of equipping, attuning,
Magic Item Adaptation. For the purposes of equipping, attuning, and using magic items, the vault golem ignores all class, race, spell
and using magic items, the vault golem ignores all class, race, spell and level requirements.
and level requirements.
WEAPON OF SPEED. While wielding this weapon you gain a +2
DEFENSIVE WEAPON When you take the Dodge action while bonus to Initiative checks.
wielding this weapon, you can add +2 to your AC until the end of
your next turn. You can't make opportunity attacks with this
weapon if you use this feature.
Ranged Weapon. Ranged Weapon Attack: +5 to hit, reach 80/320
ft., one target. Hit: 7(1d8 + 3) weapon damage

Ranged Weapon. Ranged Weapon Attack: +5 to hit, reach 80/320


ft., one target. Hit: 7(1d8 + 3) weapon damage

27
MAGIC GOLEMS

Medium construct, lawful neutral


Medium construct, lawful neutral
Armor Class 13 (no armor)
Armor Class 13 (no armor) Hit Points 8 (2d8)
Hit Points 8 (2d8) Speed 30 ft.
Speed 30 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 10 (0) 16 (+3) 10 (0) 16 (+3) 16 (+3) 16 (+3)
10 (0) 16 (+3) 10 (0) 16 (+3) 16 (+3) 16 (+3)
Damage Immunities poison, psychic
Damage Immunities poison, psychic Condition Immunities blinded, charmed, deafened, exhaustion,
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
frightened, paralyzed, petrified, poisoned Senses passive Perception 14
Senses passive Perception 14 Languages Understands all languages, but only able to speak if
Languages Understands all languages, but only able to speak if command words are need for magic items.
command words are need for magic items. Challenge 1 (200 XP)
Challenge 1 (200 XP)
Magic Item Adaptation. For the purposes of equipping, attuning,
Magic Item Adaptation. For the purposes of equipping, attuning, and using magic items, the vault golem ignores all class, race, spell
and using magic items, the vault golem ignores all class, race, spell and level requirements.
and level requirements.

ORB OF FICKLE FATE. This is a +1 spellcasting focus and you can


STONESKIN ROBES. Once per day while wearing this robe, as an add this item’s enchantment bonus to your spell attack and
action, you can gain the effects of the stoneskin spell until the end damage rolls for sorcerer and wizard spells. Once per day you can
of your next turn. use the magic of the orb to change creature’s fates. As a bonus
action target two creatures within 25 feet of you. One creature
AZUTH–BLESSED SYMBOL. This spellcasting focus adds +1 to your gains advantage on their ability checks and attack rolls and the
spell save DC, spell attack and damage rolls. You must be carrying other suffers disadvantage on their ability checks and attack rolls
this item to use this feature. until the end of their next turn.

ROBE OF AVOIDANCE. Once per day while wearing this robe when
a melee attack misses you, you can use a reaction to move 10 feet
Fire Bolt. Ranged Spell Attack: +6 to hit, reach 120 ft., one target. without provoking opportunity attacks
Hit: 6 (1d10+1) fire damage.

Ray of Frost. Ranged Spell Attack: +6 to hit, reach 60 ft., one


target. Hit: 5 (1d8+1) cold damage and the damaged creatures Fire Bolt. Ranged Spell Attack: +6 to hit, reach 120 ft., one target.
speed is reduced by 10 feet until the start of the golems next turn Hit: 6 (1d10+1) fire damage.

Shocking Grasp. Melee Spell Attack: +6 to hit, reach 5 ft., one Ray of Frost. Ranged Spell Attack: +6 to hit, reach 60 ft., one
target. Hit: 5 (1d8+1) lightning damage and the damaged creatures target. Hit: 5 (1d8+1) cold damage and the damaged creatures
is unable to take reactions until the start of their next turn. The speed is reduced by 10 feet until the start of the golems next turn
golem has advantage on the attack roll if the target is wearing
armor made of metal. Shocking Grasp. Melee Spell Attack: +6 to hit, reach 5 ft., one
target. Hit: 5 (1d8+1) lightning damage and the damaged creatures
is unable to take reactions until the start of their next turn. The
golem has advantage on the attack roll if the target is wearing
armor made of metal.

28
Medium construct, lawful neutral Medium construct, lawful neutral

Armor Class 13 (no armor) Armor Class 13 (no armor)


Hit Points 8 (2d8) Hit Points 8 (2d8)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (0) 16 (+3) 10 (0) 16 (+3) 16 (+3) 16 (+3) 10 (0) 16 (+3) 10 (0) 16 (+3) 16 (+3) 16 (+3)

Damage Immunities poison, psychic Damage Immunities poison, psychic


Condition Immunities blinded, charmed, deafened, exhaustion, Condition Immunities blinded, charmed, deafened, exhaustion,
frightened, paralyzed, petrified, poisoned frightened, paralyzed, petrified, poisoned
Senses passive Perception 14 Senses passive Perception 14
Languages Understands all languages, but only able to speak if Languages Understands all languages, but only able to speak if
command words are need for magic items. command words are need for magic items.
Challenge 1 (200 XP) Challenge 1 (200 XP)

Magic Item Adaptation. For the purposes of equipping, attuning, Magic Item Adaptation. For the purposes of equipping, attuning,
and using magic items, the vault golem ignores all class, race, spell and using magic items, the vault golem ignores all class, race, spell
and level requirements. and level requirements.

TOTEMIC CARVING. . You have a +1 bonus to attack and damage HEALERS ARMOR. While wearing this armor whenever you cast a
rolls made with this weapon. This weapon counts as a +1 spell that restores hit points, increase the amount of hit points
spellcasting focus, and you can add its enchantment bonus to healed by +1 per dice rolled
your spell attack and damage rolls. Once per day when you use
your Wild Shape, your beast form gains temporary hit points equal
SYMBOL OF REPROACH. This is a +1 spellcasting focus and you can
to your Wisdom modifier + the item's enchantment bonus.
add this item’s enchantment bonus to spell attack and damage
rolls of cleric and paladin spells. Once per day while attuned to
WINTERWOOD TOTEM. . This is a +1 spellcasting focus and you can this item, you can cast the spell bane without spending a spell slot.
add its enchantment bonus to your spell attack and damage rolls Spell Save DC 13
of druid spells. Once per day while attuned to this item, when you
deal cold damage with a spell, you can add your spellcasting
modifier to the damage roll
Fire Bolt. Ranged Spell Attack: +6 to hit, reach 120 ft., one target.
Hit: 6 (1d10+1) fire damage.

Fire Bolt. Ranged Spell Attack: +7 to hit, reach 120 ft., one target.
Ray of Frost. Ranged Spell Attack: +6 to hit, reach 60 ft., one
Hit: 6 (1d10+2) fire damage.
target. Hit: 5 (1d8+1) cold damage and the damaged creatures
speed is reduced by 10 feet until the start of the golems next turn
Ray of Frost. Ranged Spell Attack: +7 to hit, reach 60 ft., one
target. Hit: 6 (1d8+2) cold damage and the damaged creatures
Shocking Grasp. Melee Spell Attack: +6 to hit, reach 5 ft., one
speed is reduced by 10 feet until the start of the golems next turn
target. Hit: 5 (1d8+1) lightning damage and the damaged creatures
is unable to take reactions until the start of their next turn. The
Shocking Grasp. Melee Spell Attack: +7 to hit, reach 5 ft., one golem has advantage on the attack roll if the target is wearing
target. Hit: 6 (1d8+2) lightning damage and the damaged creatures armor made of metal.
is unable to take reactions until the start of their next turn. The
golem has advantage on the attack roll if the target is wearing
armor made of metal.

29
Medium construct, lawful neutral Medium construct, lawful neutral

Armor Class 13 (no armor) Armor Class 13 (no armor)


Hit Points 8 (2d8) Hit Points 8 (2d8)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (0) 16 (+3) 10 (0) 16 (+3) 16 (+3) 16 (+3) 10 (0) 16 (+3) 10 (0) 16 (+3) 16 (+3) 16 (+3)

Damage Immunities poison, psychic Damage Immunities poison, psychic


Condition Immunities blinded, charmed, deafened, exhaustion, Condition Immunities blinded, charmed, deafened, exhaustion,
frightened, paralyzed, petrified, poisoned frightened, paralyzed, petrified, poisoned
Senses passive Perception 14 Senses passive Perception 14
Languages Understands all languages, but only able to speak if Languages Understands all languages, but only able to speak if
command words are need for magic items. command words are need for magic items.
Challenge 1 (200 XP) Challenge 1 (200 XP)

Magic Item Adaptation. For the purposes of equipping, attuning, Magic Item Adaptation. For the purposes of equipping, attuning,
and using magic items, the vault golem ignores all class, race, spell and using magic items, the vault golem ignores all class, race, spell
and level requirements. and level requirements.

ARCHITECT'S STAFF. . This staff has 5 charges and regains 1 FEYSWARM STAFF. This staff has 3 charges and regains 1 charge at
charge at dawn. While holding the staff, you can use an action to dawn. While holding the staff, you can expend a number of
expend a number of charges to use the following effects: charges to cast the following spells:

1 charge: You can cause a 10-foot-radius area of difficult terrain 1 charge: infestation (Save DC 13)
you can see to become normal.
2 charges: sleep
2 charges: You create a 10-foot-wide, 8-foot-tall, and 3-inchwide
wall of wooden planks to appear. The wall has an AC of 15 and 15
hit points. Destroying the wall creates difficult terrain. The wall
stands on its own accord, as it is planted 2 feet into the dirt. This Fire Bolt. Ranged Spell Attack: +5 to hit, reach 120 ft., one target.
wall will not appear if the area is occupied or if there isn't enough Hit: 5 (1d10) fire damage.
dirt for it to appear from.

Ray of Frost. Ranged Spell Attack: +5 to hit, reach 60 ft., one


target. Hit: 4 (1d8) cold damage and the damaged creatures speed
is reduced by 10 feet until the start of the golems next turn
Fire Bolt. Ranged Spell Attack: +5 to hit, reach 120 ft., one target.
Hit: 5 (1d10) fire damage.
Shocking Grasp. Melee Spell Attack: +5 to hit, reach 5 ft., one
target. Hit: 4 (1d8) lightning damage and the damaged creatures is
Ray of Frost. Ranged Spell Attack: +5 to hit, reach 60 ft., one
unable to take reactions until the start of their next turn. The
target. Hit: 4 (1d8) cold damage and the damaged creatures speed
golem has advantage on the attack roll if the target is wearing
is reduced by 10 feet until the start of the golems next turn
armor made of metal.

Shocking Grasp. Melee Spell Attack: +5 to hit, reach 5 ft., one


target. Hit: 4 (1d8) lightning damage and the damaged creatures is
unable to take reactions until the start of their next turn. The
golem has advantage on the attack roll if the target is wearing
armor made of metal.

30
Medium construct, lawful neutral Medium construct, lawful neutral

Armor Class 13 (no armor) Armor Class 13 (no armor)


Hit Points 8 (2d8) Hit Points 8 (2d8)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (0) 16 (+3) 10 (0) 16 (+3) 16 (+3) 16 (+3) 10 (0) 16 (+3) 10 (0) 16 (+3) 16 (+3) 16 (+3)

Damage Immunities poison, psychic Damage Immunities poison, psychic


Condition Immunities blinded, charmed, deafened, exhaustion, Condition Immunities blinded, charmed, deafened, exhaustion,
frightened, paralyzed, petrified, poisoned frightened, paralyzed, petrified, poisoned
Senses passive Perception 14 Senses passive Perception 14
Languages Understands all languages, but only able to speak if Languages Understands all languages, but only able to speak if
command words are need for magic items. command words are need for magic items.
Challenge 1 (200 XP) Challenge 1 (200 XP)

Magic Item Adaptation. For the purposes of equipping, attuning, Magic Item Adaptation. For the purposes of equipping, attuning,
and using magic items, the vault golem ignores all class, race, spell and using magic items, the vault golem ignores all class, race, spell
and level requirements. and level requirements.

FLUTE OF THE DANCING SATYR. The golem can cast each of the MASTER'S WAND OF ELDRITCH BLAST. . This wand has 3 charges
following spells once per day, with a +5 to spells attacks and a and regains 1 charge at dawn. While holding this wand you can use
Spell Save DC of 13. an action to expend a charge and cast eldritch blast (+3 to spell
attack).
Fly, invisibility, levitate, protection from good and evil, Tasha’s
hideous laughter, faerie fire, speak with animals

Fire Bolt. Ranged Spell Attack: +5 to hit, reach 120 ft., one target.
Hit: 5 (1d10) fire damage.
Fire Bolt. Ranged Spell Attack: +5 to hit, reach 120 ft., one target.
Hit: 5 (1d10) fire damage.
Ray of Frost. Ranged Spell Attack: +5 to hit, reach 60 ft., one
target. Hit: 4 (1d8) cold damage and the damaged creatures speed
Ray of Frost. Ranged Spell Attack: +5 to hit, reach 60 ft., one is reduced by 10 feet until the start of the golems next turn
target. Hit: 4 (1d8) cold damage and the damaged creatures speed
is reduced by 10 feet until the start of the golems next turn
Shocking Grasp. Melee Spell Attack: +5 to hit, reach 5 ft., one
target. Hit: 4 (1d8) lightning damage and the damaged creatures is
Shocking Grasp. Melee Spell Attack: +5 to hit, reach 5 ft., one unable to take reactions until the start of their next turn. The
target. Hit: 4 (1d8) lightning damage and the damaged creatures is golem has advantage on the attack roll if the target is wearing
unable to take reactions until the start of their next turn. The armor made of metal.
golem has advantage on the attack roll if the target is wearing
armor made of metal.

31
BASE GOLEM STAT BLOCKS
Use these base stat blocks if you going to be creating Medium construct, lawful neutral
your own golems.
Armor Class 13 (no armor)
Hit Points 14 (2d8 + 6)
Speed 30 ft.
Medium construct, lawful neutral
STR DEX CON INT WIS CHA
Armor Class 13 (no armor) 16 (+3) 16 (+3) 16 (+3) 10 (0) 10 (0) 10 (0)
Hit Points 14 (2d8 + 6)
Speed 30 ft.
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion,
STR DEX CON INT WIS CHA
frightened, paralyzed, petrified, poisoned
16 (+3) 16 (+3) 16 (+3) 10 (0) 10 (0) 10 (0)
Senses passive Perception 11
Languages Understands all languages, but only able to speak if
Damage Immunities poison, psychic
command words are need for magic items.
Condition Immunities blinded, charmed, deafened, exhaustion,
Challenge 1 (200 XP)
frightened, paralyzed, petrified, poisoned
Senses passive Perception 11
Magic Item Adaptation. For the purposes of equipping, attuning,
Languages Understands all languages, but only able to speak if
and using magic items, the vault golem ignores all class, race, spell
command words are need for magic items.
and level requirements.
Challenge 1 (200 XP)

Magic Item Adaptation. For the purposes of equipping, attuning, Proficiency Bonus. For the purposes of spell save DCs, feature
and using magic items, the vault golem ignores all class, race, spell save DCs, weapon attack rolls, and spell attack rolls, the vault
and level requirements. golems proficiency bonus is +2.

Proficiency Bonus. For the purposes of spell save DCs, feature


save DCs, weapon attack rolls, and spell attack rolls, the vault
golems proficiency bonus is +2. Two Handed Melee Weapon. Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 9 (2d6 + 3) weapon damage.

One Handed Melee Weapon. Melee Weapon Attack: +5 to hit,


reach 5 ft., one target. Hit: 6 (1d6 + 3) weapon damage.

Punch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
5 (1d4 + 3) bludgeoning damage.

32
Medium construct, lawful neutral Medium construct, lawful neutral

Armor Class 13 (no armor) Armor Class 13 (no armor)


Hit Points 14 (2d8 + 6) Hit Points 8 (2d8)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (0) 16 (+3) 16 (+3) 10 (0) 10 (0) 10 (0) 10 (0) 16 (+3) 10 (0) 16 (+3) 16 (+3) 16 (+3)

Damage Immunities poison, psychic Damage Immunities poison, psychic


Condition Immunities blinded, charmed, deafened, exhaustion, Condition Immunities blinded, charmed, deafened, exhaustion,
frightened, paralyzed, petrified, poisoned frightened, paralyzed, petrified, poisoned
Senses passive Perception 11 Senses passive Perception 14
Languages Understands all languages, but only able to speak if Languages Understands all languages, but only able to speak if
command words are need for magic items. command words are need for magic items.
Challenge 1 (200 XP) Challenge 1 (200 XP)

Magic Item Adaptation. For the purposes of equipping, attuning, Magic Item Adaptation. For the purposes of equipping, attuning,
and using magic items, the vault golem ignores all class, race, spell and using magic items, the vault golem ignores all class, race, spell
and level requirements. and level requirements.

Proficiency Bonus. For the purposes of spell save DCs, feature Proficiency Bonus. For the purposes of spell save DCs, feature
save DCs, weapon attack rolls, and spell attack rolls, the vault save DCs, weapon attack rolls, and spell attack rolls, the vault
golems proficiency bonus is +2. golems proficiency bonus is +2.

Ranged Weapon. Ranged Weapon Attack: +5 to hit, reach 80/320 Fire Bolt. Ranged Spell Attack: +5 to hit, reach 120 ft., one target.
ft., one target. Hit: 7(1d8 + 3) weapon damage. Hit: 5 (1d10) fire damage.

Ray of Frost. Ranged Spell Attack: +5 to hit, reach 60 ft., one


target. Hit: 4 (1d8) cold damage and the damaged creatures speed
is reduced by 10 feet until the start of the golems next turn

Shocking Grasp. Melee Spell Attack: +5 to hit, reach 5 ft., one


target. Hit: 4 (1d8) lightning damage and the damaged creatures is
unable to take reactions until the start of their next turn. The
golem has advantage on the attack roll if the target is wearing
armor made of metal.

33
NPCS AND FOES Redgan Ironbrand has the following traits:

SCRIBE
Personality: “I must be stronger. I WILL be stronger.”

LG kenku archmage (He/Him) Ideal: “My people will find freedom from this place.”

Scribe is a kenku transmutation wizard who originally Bond: “I have survived countless horrors with this group”
discovered the Lost Vaults. He is researching the magic
items within specifically for the purpose of trying to break Flaw: “No matter what it takes, we will escape. No matter
the curse on the kenku people, or at least bypassing it. He who we have to take advantage of to do so.”
has made some progress, but still has a ways to go.

Scribe has the same statistics as an archmage, with the


following additional features.
Medium humanoid (dwarf), lawful evil

 Scribe can mimic sounds he has heard, including Armor Class 16 (Scale Mail, Shield)
voices. A creature that hears the sounds he makes
Hit Points 26 (4d8+4)
can tell they are imitations with a successful
Speed 25 ft.
Wisdom (Insight) check opposed by his Charisma
(Deception) check. STR DEX CON INT WIS CHA
 Scribe has proficiency in Deception and Stealth 14 (+2) 11 (+0) 14 (+2) 11 (+0) 10 (+0) 9 (-1)
 Scribe has advantage on all checks made to
produce forgeries or duplicates of existing
Damage Resistance poison
objects.
Senses Darkvision 120 Ft., passive Perception 10
 Scribe is able to talk, despite being a kenku,
Languages Dwarvish, Undercommon.
thanks to an amulet he created.
Challenge 1 (200 XP)

Scribe has the following traits:


Duergar Resilience. The duergar has advantage on saving
throws against poison, spells, and illusions, as well as to resist
Personality: “I work hard to make sure my research gets
being charmed or paralyzed.
results.”

Ideal: “I will be the one who will end the Kenkus curse.” Sunlight Sensitivity. While in sunlight, the duergar has
disadvantage on attack rolls, as well as on Wisdom
Bond: “I would have never made it this far without the (Perception) checks that rely on sight.
hard work of the other researchers and workers.”

Flaw: “Perhaps I am handling too much of the burden of Enlarge (Recharges after a Short or Long Rest). For 1 minute,
managing this project myself the duergar magically increases in size, along with anything it
is wearing or carrying. While enlarged, the duergar is Large,
doubles its damage dice on Strength-based weapon attacks
REDGAN IRONBRAND (included in the attacks), and makes Strength checks and
LE Duergar (He/Him) Strength saving throws with advantage. If the duergar lacks
the room to become Large, it attains the maximum size
Redgan Ironbrand is a duergar who recently escaped possible in the space available.
with a large number of his people from a mindflayer
colony in the underdark. He proved his might shortly after, War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
and became the de facto leader of the escapees. Now that Hit: 6 (1d8 + 2) piercing damage or 10 (2d8 + 2) while enlarged
he is trapped within another “cell” against his will, he is
determined to do whatever it takes to escape the Lost
Vaults, even if it means capturing and beating people for Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
information and supplies. 30/120 ft., one target. Hit: 6 (1d8 + 2) piercing damage or 10 (2d8 +
2) while enlarged
 Redgan Ironbrand has the same statistics as a
duergar, but is equipped with a cold iron shield, Invisibility (Recharges after a Short or Long Rest). The
whiteflame armor, and a casque of tactics. duergar magically turns invisible until it attacks, casts a spell, or
 Redgan can speak and understand Common uses its Enlarge, or until its concentration is broken, up to 1 hour
(as if concentrating on a spell). Any equipment the duergar wears
or carries is invisible with it.

34
MAGIC ITEMS WITHIN AVALANCHE HAMMER
THE LOST VAULTS Weapon (any hammer), uncommon (requires attunement)

This hammer is enchanted with runes from the


Since the Lost Vaults are… well, vault, they contain a elemental plane of earth to empower your strikes when
large amount of magic items. Since the adventure takes you move like an avalanche. While wielding this weapon
place on the first floor of the Lost Vaults, the magic items whenever you use your full movement on your turn, the
found there are of Uncommon quality. Use these magic next time you hit with this weapon on this turn, you deal
items in order to help create your own golems, or an additional +1d4 damage of the weapon’s type. This
introduce into your own game world! These items are bonus increases to +2d4 if you move over difficult terrain.
pulled from The Lost Vaults: 800+ Magic Items from Fourth
Edition, The Lost Vaults 2: 650+ More Magic Items from
Fourth Edition, and The Lost Vaults 3: 450+ More Magic Items
BATTLECRAZED WEAPON
from Fourth Edition, all of which are available on the Weapon (any axe or blade), uncommon (requires attunement)
Dungeon Masters Guild. If you want to create stronger
golems, explore deeper into the vaults, or introduce even The runes of this weapon glow when hit against a
more magic items into your world, consider picking those creature, seeking to draw blood. Whenever you hit a
up as well. creature with this weapon, they are battle marked. Every
Magic items will be listed in alphabetical order, and attack that hits the marked creature with this weapon
separated into different categories. increases the amount of damage done by this weapon +1
per hit, with a maximum of +2. Only one battle mark can
exist at a time and hitting a new creatures ends the
MAGIC WEAPONS previous mark. The mark lasts 1 minute.

DEFENSIVE WEAPON
Weapon (any), uncommon (requires attunement)

The transmutation runes on this weapon allow it to


assist with your armor when being defensive. When you
take the Dodge action while wielding this weapon, you can
add +2 to your AC until the end of your next turn. You can't
make opportunity attacks with this weapon if you use this
feature.

DISLOCATION WEAPON
Weapon (any blade), uncommon (requires attunement)

This weapon flickers in and out of existence, giving


hints as to its power. Once per day while wielding this
weapon, whenever you hit with this weapon, you can force
the damaged creature to succeed on a DC 14 Charisma
saving throw or teleport to an unoccupied within 5 feet of
an allied creature, so long as the allied creature is within
25 feet of you.

DUELIST’S WEAPON
Weapon (any light weapon), uncommon (requires
ACIDIC WEAPON attunement)

Weapon (any sword or spear), uncommon (requires This weapon’s enchantment boosts the ability of dual
attunement) wielding combat. Once per day when you hit a creature
with this weapon, your next weapon attack with any
This weapon spills acid as it is used, helping to deal weapon other than this one has advantage.
more damage while extending range. While wielding this
weapon, this weapon does an additional 1d4 acid damage.
Once per day as a bonus action, you can cause the acid to
surge on the weapon, extending the range of attacks made
with the weapon by 5 feet until the end of your turn.

35
ECHOING SONGBLADE MINDCRUSHER WEAPON
Weapon (any light or finesse blade), uncommon (requires Weapon (any simple weapon or short sword), rare (requires
attunement by a bard) attunement by a monk)

This blade is hallow with holes on the side, creating This weapon can channel your ki into the weapon to
echoing tones when swung. You have a +1 bonus to attack psychically lash out at foes. Whenever you deal damage
and damage rolls made with this weapon. This blade with this weapon, you can expend a ki point to deal an
counts as a spellcasting focus, and you can add its additional 1d8 psychic damage.
enchantment bonus to your spell attack and damage rolls
for bard spells. Once per day when you hit with this
weapon or a bard spell, you can cause a creature within 60 PACT BLADE
feet to suffer a -1d4 penalty to their attack rolls until the Weapon (any light blade), uncommon (requires attunement)
end of their next turn.
This bladed weapon is enchanted to work with almost

FLAMING WEAPON any spellcaster. You have a +1 bonus to attack and damage
rolls made with this weapon. This weapon also counts as a
Weapon (any), uncommon spellcasting focus, and you can add its enchantment bonus
to your spell attack and damage rolls.
This weapon can call upon a limited amount of flames.
Once per day while wielding this weapon, you can use a
bonus action to ignite the next attack you make. While POISONED WEAPON
activated, this weapon does an additional 1d6 fire damage. Weapon (any bow, crossbow, light blade, war pick, or spear),
This feature lasts for 1 minute, or until you successfully uncommon (requires attunement)
damage a creature with this weapon.
This weapon can be used in order to help weaken a foe.
FROST WEAPON Once per day when you hit with this weapon, you can force
the target to make a DC 13 Constitution saving throw. On a
Weapon (any), uncommon failed save, they are poisoned until the end of their next
turn.
This weapon can call upon a limited amount of ice. Once
per day while wielding this weapon, you can use a bonus
action to freeze the next attack you make. While activated,
this weapon does an additional 1d6 cold damage. This PRIME SHOT WEAPON
feature lasts for 1 minute, or until you successfully damage
Weapon (any ranged), uncommon
a creature with this weapon.
This weapon is enchanted with runes that reward the
HOLY HEALER'S WEAPON wielder for seeking out lonely foes and snipers. This
weapon deals an additional 1d4 damage against hostile
Weapon (quarterstaff, or mace), uncommon, (requires creatures who have no allies within 5 feet of them.
attunement by a spell caster)

This weapon is useful for healers who aren't afraid to be QUICK WEAPON
on the front lines as well. Add an additional 1d4 to all
Weapon (any), uncommon (requires attunement)
healing spells you cast while wielding this weapon.
This weapon can move with lightning-fast speed thanks
KI WEAPON to the enchantments. Once per day when you take the
Attack action with this weapon, you can make an
Weapon (any simple weapon or short sword), uncommon additional single weapon attack on a creature within range.
(requires attunement by a monk)

This weapon’s enchantments allow it to act as a conduit SCREAMING BOW


for channeling ki into the weapon. Whenever you use a
Weapon (any bow or crossbow), uncommon
Flurry of Blows while wielding this weapon, your unarmed
attacks gain a +1 bonus to attack and damage until the end
This bow is not for the sneaky, as its arrows shriek as
of your turn.
they fly across the sky. You do not have advantage on
attack rolls from being unseen when attacking with this
bow. This bow does additional thunder damage equal to
your Dexterity modifier. When you roll a critical hit with
this bow, the creature must succeed on a DC 14 Wisdom
saving throw or become deafened until the end of their
next turn.

36
This weapon allows you to quickly move into battle.
SONGBOW OF VANISHMENT While wielding this weapon you gain a +2 bonus to
Weapon (any bow or crossbow), uncommon (requires Initiative checks.
attunement by a bard)

This very odd looking bow whispers strange tones when


WOUNDING WEAPON
fired. You have a +1 bonus to attack and damage rolls made Weapon (any axe, any crossbow, any blade, or spear),
with this weapon. This weapon counts as a spellcasting uncommon (requires attunements)
focus, and you can add its enchantment bonus to your spell
attack and damage rolls for bard spells. Once per day when This weapon is enchanted to deal massive wounds to a
you hit with this weapon or a bard spell, you can force the creature. Once per day, when you attack with this weapon,
creature to make a Wisdom saving throw equal to your you can choose to instead cast inflict wounds, using the
spell save DC. On a failed save, the creature considers you weapon’s attack roll as the spell attack and the weapons
to be invisible until the end of their next turn. range for the spell range.

STORMBITER WARBLADE WYRMTOOTH DAGGER


Weapon (any light or heavy blade), uncommon Weapon (dagger), uncommon (requires attunements)

This weapon crackles with eldritch electrical energy that The blade of this weapon is carved from the tooth of a
draws power from your body. This weapon does additional dragon, and can bring some of the breath that passed by its
lightning damage equal to your Constitution modifier teeth to your strikes. When this dagger is created, it is
(minimum of 1). imbued with one of the following elements; acid, lighting,
fire, cold, or poison. Once per day when you hit with this

TOTEMIC CARVING weapon, you can deal an additional 2d6 damage of imbued
elemental type.
Weapon (club, quarterstaff, or spear), uncommon (requires
attunement by a druid)
MAGIC ARMOR, ROBES, AND
SHIELDS
This wooden weapon is carved to show animal totems
and is designed to assist with animal transformations. You
have a +1 bonus to attack and damage rolls made with this
weapon. This weapon counts as a spellcasting focus, and
you can add its enchantment bonus to your spell attack
and damage rolls. Once per day when you use your Wild
Shape, your beast form gains temporary hit points equal to
your Wisdom modifier + the item's enchantment bonus.

WEAPON OF ACCURACY
Weapon (any ranged or thrown), uncommon (requires
attunement)

This weapon tends to find its mark. Once per day while
wielding this weapon, you can gain a +2 bonus to attack
rolls with this weapon until the end of your turn.

WEAPON OF DEFENSE
Weapon (any melee), uncommon (requires attunement)

The overall design of this weapon leans toward


protection rather than offensive power. Once per day while
wielding this weapon when you take damage from a melee
ARMOR OF CLEANSING
attack, you can use a reaction to reduce the damage by half. Armor (any), uncommon (requires attunement)

WEAPON OF SPEED
This armor is covered in healing symbols, while the
inside of the armor has many hand-like runes that give the
Weapon (any ranged or thrown), uncommon (requires impression of the touches of clerics. While wearing this
attunement) armor whenever you regain hit points, you regain an
additional 2 (including short rests). You also have
advantage on saving throws against poisons and diseases.

37
feet of you takes damage, you can use a reaction to heal
ARMOR OF ESCAPE them 1d6 hit points.
Armor (any), uncommon (requires attunement)

The design of this armor makes it impossible to remove


BESTIAL ARMOR
and easy to escape bindings. While wearing this armor you Armor (leather or hide), uncommon (requires attunement)
gain a +1 bonus on Strength (Athletics) and Dexterity
(Acrobatics) checks to escape bindings and grapples. This armor is crafted from skin, fur, and claws of cave
Additionally, the armor cannot be removed without your bears. The enchantments of this armor allow you to draw
consent while you are alive. upon their power. Three times per day while wearing this
armor when you take a Dash action, you can use a bonus
action to make a single melee weapon attack. This melee
ARMOR OF EYES attack gains a +1 bonus to attack and damage rolls.
Armor (any heavy armor), uncommon (requires attunement)

This heavy armor is decorated with many, many eyes


COLD IRON SHIELD
that watch for attacks. While wearing this armor, you gain Armor (shield), uncommon (requires attunement)
advantage on Wisdom (Perception) checks. Once per day as
a reaction when a creature attacks you with advantage, you A heavy iron shield with enchantments that protect you
can cancel the advantage on the attack roll. from mental effects commonly used by native Feywild
creatures. Once per day while wielding this shield when an
allied creature within 5 feet of you makes a Wisdom saving
ARMOR OF SACRIFICE throw, you can use a reaction to grant them advantage.
Armor (any heavy armor), uncommon

The armor depicts scenes of heroes throwing themselves


DAZZLING PLATE
in front of others to protect their allies. Once per day while Armor (plate), uncommon (requires attunement)
wearing this armor as a reaction, you can touch a willing
creature within range who is undergoing a condition that This polished mithral plate mail is often worn by
requires a successful saving throw to end. You transfer the paladins of Amuanator due to its glimmering nature and
condition to yourself and you may expend a hit die to give resistances against negative influences. While wearing this
yourself advantage on the saving throw. The condition armor you gain advantage for saving throws made to resist
must be one that requires a Constitution, Intelligence, being frightened or charmed
Wisdom, or Charisma saving throw to end.

DEFENSIVE ARMOR
ARMOR OF THE CHARGING WIND Armor (any), uncommon
Armor (any light armor), uncommon (requires attunement)
This armor responds to attacks by becoming even
Featuring elegantly designed filigree, this armor makes harder. Once per day while wearing this armor, you can use
you appear like wind when you move quickly. Once per day a reaction when hit with an attack or spell to increase your
while wearing this armor when you move your full AC by +2 until the start of your next turn.
movement speed, you can become invisible until the end of
your turn
DIREBEAST SHIELD
AWAKENING ARMOR Armor (shield), uncommon (requires attunement)

Armor (any medium armor), uncommon Made with various dire animal parts, this shield can
grant your allies strength when needed. While wielding
This armor is psychically enchanted to keep you aware this shield when an allied creature within 5 feet of you
at all times. Once per day while wearing this armor, makes a Constitution saving throw, you can use a reaction
whenever a creature has advantage against you due to a to grant them advantage.
sneak attack or surprise, you can use a reaction to cancel
the advantage.
ECTOPLASMIC ARMOR
BATTLEFORGED SHIELD Armor (any light armor), uncommon (requires attunement)

Armor (shield), uncommon This armor is decorated with mottled spots that change
color based on your mood. Once per day while wearing this
A shield made with a mix of dwarven and draconic armor, you can use a bonus action to take on a more ghost
methods, this shield can aid those who are wounded. Once like form until the start of your next turn. While in this
per day while wielding this shield when an ally within 5 form, you are unable to attack or cast spells, but you gain
resistance to all damage.

38
GENASI SOUL ARMOR ROBE OF AVOIDANCE
Armor (any light armor), uncommon (requires attunement) Wondrous item, uncommon (requires attunement)

This armor is charged with elemental energy and grants This billowing robe has the ability to allow you to move
the wearer powers similar to that of a genasi. This armor away from melee attackers, allowing your stronger allies
comes in four different versions, one for each of the to move in. Once per day while wearing this robe when a
elemental planes; earth, fire, wind, and water. Once per melee attack misses you, you can use a reaction to move 10
day while wearing this armor you can cast the following feet without provoking opportunity attacks
spell without components based on the armor you are
wearing:
Fire: burning hands (save DC 14) SHIELD OF PROTECTION
Water: create or destroy water at 2nd level Armor (shield), uncommon (requires attunement)
Wind: levitate (save DC 14)
Earth: pass without a trace This shield has the ability to reduce the damage of a
single blow for you or an ally. Once per day while wielding
HEALERS ARMOR this shield, when you or an ally within 5 feet of you are hit
by an attack, you can use a reaction to reduce the damage
Armor (any medium or heavy armor), uncommon (requires by half.
attunement by a spell caster)

This armor sports a well-made design and is enchanted SHIELD OF SILVER LIGHT
to boost the effects of your healing spells. While wearing Armor (shield), uncommon (requires attunement)
this armor whenever you cast a spell that restores hit
points, increase the amount of hit points healed by +1 per This polished silver shield can shed a light that is a bane
dice rolled to lycanthropes. Once per day while wielding this shield,
you can use a bonus action to cause the shield to shed light
HOLY ADVERSARY’S ARMOR like a torch. The light lasts for 1 hour. Any creature who is
being touched by the light considers their weapon attacks
Armor (any heavy armor), uncommon (requires attunement to have the silvered property
by a paladin)

This armor is used by paladins whose deities protect STONESKIN ROBES


them while they are fighting in their place. Once per day Wondrous item, uncommon (requires attunement)
while wearing this armor whenever you use a smite spell
on a creature, you can reduce all damage that creature does These gray robes are slightly heavier than normal,
to you by an amount equal to your Charisma modifier until thanks to the enchanted stone dust that laces the threads.
the end of your next turn. Once per day while wearing this robe, as an action, you can
gain the effects of the stoneskin spell until the end of your
INDOMITABLE RESOLVE VESTMENTS next turn

Wondrous item, uncommon

These beautifully embroidered vestments help to protect TUSK SHIELD


your mind when in danger. Once per day while wearing Armor (shield), uncommon (requires attunement)
these vestments whenever you take damage from an attack
or spell, you can use a reaction to gain a +2 bonus to Many tusks are strapped to this patchwork shield but it
Wisdom saving throws until the end of your next turn. still offers a good defense. Once per day while wielding this
shield whenever you move your full movement speed, you
PRESERVATION SHIELD can choose to gain a +2 bonus to all saving throws until the
end of your next turn.
Armor (shield), uncommon (requires attunement)

This shield is composed of a light wood that displays an VIGOROUS RESOLVE VESTMENTS
insignia of two crossed arrows, one green and one red. Wondrous item, uncommon
Once per day while wielding this shield, you can use a
bonus action to grant you and each allied creature within 5 These beautifully embroidered vestments help to protect
feet of you temporary hit points equal to your Constitution your body when in danger. Once per day while wearing
modifier for the next hour these vestments whenever you take damage from an attack
or spell, you can use a reaction to gain a +2 bonus to
Constitution saving throws until the end of your next turn.

39
planted 2 feet into the dirt. This wall will not appear if the
WHITEFLAME ARMOR area is occupied or if there isn't enough dirt for it to appear
Armor (any medium or heavy armor), uncommon (requires from.
attunement)

The enchantments of this armor absorbs elemental


AUTUMN HARVEST TOTEM
energies to help protect the user. Once per day while Totem, uncommon (requires attunement by a druid)
wearing this armor you can gain resistance to one of the
following elemental types until the end of your next turn: Made from fallen leaves and bone shards, this totem
fire, radiant, lightning, or thunder represents a part of the natural cycle of the seasons. This is
a +1 spellcasting focus and you can add its enchantment
bonus to your spell attack and damage rolls of druid spells.
Once per day while attuned to this item, when you hit with
SPELL FOCI, WANDS, AND a druid spell that deals damage, you can add an additional

STAFFS
1d6 damage to the spell.

AVERSION STAFF
Staff, uncommon (requires attunement by a spell caster)

This staff helps to protect you against those who are


under the effects of your spell. While wielding this staff,
you gain a +1 bonus to AC and saving throws against
creatures who are under the effects of your spells.

AZUTH–BLESSED SYMBOL
Holy symbol, uncommon (requires attunement by a cleric,
paladin, sorcerer, or wizard)

This slender piece of ivory only contains hints of Azuth’s


iconography on it. This spellcasting focus adds +1 to your
spell save DC, spell attack and damage rolls. You must be
carrying this item to use this feature.

BLAZING ARC KI FOCUS


Ki focus, uncommon (requires attunement by a monk)
ABDUCTION KI FOCUS
This white rock can change your fists into fiery motes.
Ki focus, uncommon (requires attunement by a monk) Once per day while attuned to this focus, whenever you
perform a flurry of blows on your turn, you can deal fire
This focus is forged from an adamantine chain that is damage instead of your normal damage type.
looped into itself. Once per day while attuned to this focus,
you can expend a ki point to teleport 25 feet to an
unoccupied location you can see. BLOODCURSE ROD
Rod, uncommon (requires attunement by a warlock)

ARCHITECT'S STAFF This blood-red rod allows you to channel your damage
to your spells. This is a +1 spellcasting focus and you can
Staff, uncommon (requires attunement by a spell caster) add this item’s enchantment bonus to your spell attack
and damage rolls for warlock spells. Whenever you take
A very stylized staff that can be used both defensively or damage before your turn, you can add 1d4 to your next
for construction. This staff has 5 charges and regains 1 damage roll.
charge at dawn. While holding the staff, you can use an
action to expend a number of charges to use the following
effects:
1 charge: You can cause a 10-foot-radius area of difficult
terrain you can see to become normal.
2 charges: You create a 10-foot-wide, 8-foot-tall, and
3-inchwide wall of wooden planks to appear. The wall has
an AC of 15 and 15 hit points. Destroying the wall creates
difficult terrain. The wall stands on its own accord, as it is

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DARKSPIRAL ROD MASTER’S WAND OF STATIC SHOCK
Rod, uncommon (requires attunement by a warlock) Wand, uncommon

This twisted black iron rod grants the warlock use of an This wand allows you to damage foes while helping to
additional spell. This is a +1 spellcasting focus and you can keep them at a distance. This wand has 3 charges and
add its enchantment bonus to your spell attack and regains 1 charge at dawn. While holding this wand, you can
damage rolls of warlock spells. Once per day, you can use an action to expend a charge to cast the spell static
target a creature within 60 feet of you that you can see as shock. Intelligence is the spellcasting modifier for this. (+1
bonus action. You can force them to make a Charisma minimum.)
saving throw equal to your save DC or take 1d6 necrotic
damage and 1d6 psychic damage.

EARTHROOT STAFF
Staff, uncommon (requires attunement by a cleric, druid, or
wizard)

This staff seems to be made from a hollow root with


crusted earth and stone at the top. This staff has 3 charges
and regains 1 charge at dawn. While holding the staff, you
can use an action expend a number of charges and cast the
following spells:
1 charge: entangle
2 charges: earth tremor at 2nd level
3 charges: Maximillian’s earthen grasp

FEYSWARM STAFF
Staff, uncommon (requires attunement by a spell caster)

The staff is actually a nest for feymites, a beetle native to


the Feywild. They crawl along the staff, but avoid your
hand. This staff has 3 charges and regains 1 charge at
dawn. While holding the staff, you can expend a number of
charges to cast the following spells:
1 charge: infestation
2 charges: sleep (the feymites’ bites can cause
MASTER'S WAND OF ELDRITCH BLAST
drowsiness).
Wand, uncommon

HUNTING PANTHER KI FOCUS This wand seems to pull energy from a dark plane in
Ki focus, uncommon (requires attunement by a monk) order to damage foes. This wand has 3 charges and regains
1 charge at dawn. While holding this wand you can use an
This small wooden box contains the mummified eyes of action to expend a charge and cast eldritch blast (+3 to spell
a hunter. Once per day while attuned to this focus you can attack).
use a bonus action to expend 2 ki points to see all invisible
creatures for 1 minute.
MASTER'S WAND OF MAGIC MISSILE
Wand, uncommon

A modified version of the wand of magic missile, it is


made to last. This wand has 3 charges and regains 1 charge
at dawn. While holding this wand, you can use an action to
expend a charge to cast magic missile.

41
MNEMONIC STAFF ROD OF MALIGN CONVEYANCE
Staff, uncommon Rod, uncommon (requires attunement by a warlock)

This staff's runes assist with the recalling of memories A smoky crystal rod that allows you to teleport as a part
and arcane secrets. While holding this staff, you gain a 1d4 of your spells. This is a +1 spellcasting focus and you can
bonus to any check related to recalling information you add this item’s enchantment bonus to your spell attack
have read or heard in the past, such a book about dragons and damage rolls for warlock spells. When you cast a spell,
in the region. Once per day, you can use this staff to cast you can use a bonus action to teleport 10 feet to an
detect magic. unoccupied spot that you can see.

ORB OF DEBILITATING LANGUOR STAFF OF PSYCHIC KNIVES


Orb, uncommon (requires attunement by a wizard or Staff, uncommon (requires attunement by a spell caster)
sorcerer)
Made of an extremely light hollow metal, this simple
This orb of shadowy colors can slow your foes. This is a staff allows your psychic attacks to have a force behind
+1 spellcasting focus and you can add this item’s them. This staff has 5 charges, and regains 1d4 charges at
enchantment bonus to your spell attack and damage rolls dawn. While holding the staff, whenever you deal psychic
for sorcerer and wizard spells. Once per day you can damage to a creature with a spell, you can expend a
further punish a creature with a weaker body. When a number of charges to push away from or pull them toward
creature fails a Constitution saving throw against a spell you 5 feet per charge expended.
you have cast, you can use a reaction to reduce the
creature’s speed by 10 feet until the end of their next turn.
STAFF OF SLEEP AND CHARM
Staff, uncommon (requires attunement by a bard, druid,
ORB OF FICKLE FATE sorcerer, warlock or wizard)
Orb, uncommon (requires attunement by a wizard or
sorcerer) This staff is adorned with a crystal eye that can enhance
the power of spells that influence the minds of creatures.
Both lights and shadows swirl around the inside of this Once per day while holding this staff, whenever you cast
orb. This is a +1 spellcasting focus and you can add this the spell sleep you can add your spell casting modifier to
item’s enchantment bonus to your spell attack and damage the total of the dice rolled for the effect. Once per day while
rolls for sorcerer and wizard spells. Once per day you can holding this staff, whenever you cast the spell charm
use the magic of the orb to change creature’s fates. As a person, you can add +2 to the spell save DC.
bonus action target two creatures within 25 feet of you.
One creature gains advantage on their ability checks and
attack rolls and the other suffers disadvantage on their
STAFF OF THE ADAPTABLE MIND
ability checks and attack rolls until the end of their next Staff, uncommon (requires attunement by a spell caster)
turn.
This staff enhances you mind, giving you strong mental
defenses and faculties. While wielding this staff you gain a
ORB OF RESILIENT TENACITY +1 bonus to Wisdom (Perception) checks, Intelligence
Orb, uncommon (requires attunement by a sorcerer or (Arcana) checks, Wisdom saving throws, and Intelligence
wizard) saving throws.

This amethyst orb makes a buzzing tone when powerful


SYMBOL OF DIVINE REACH
spells hit. This is a +1 spellcasting focus and you can add its
enchantment bonus to your spell attack and damage rolls Holy symbol, uncommon (requires attunement by a cleric or
of sorcerer and wizard spells. Once per day, when you hit a paladin)
creature with a spell that is a critical hit, you gain a bonus
to your saving throws equal to your spellcasting modifier This holy symbol is shaped like outreaching hands,
for 1 minute. symbolizing the need to reach out to your god for
assistance. This is a +1 spellcasting focus and you can add
this item’s enchantment bonus to spell attack and damage
rolls of cleric and paladin spells. Once per day while
attuned to this item as a bonus action, you can increase the
range of your ranged spells by 10 feet for one minute.

42
SYMBOL OF REPROACH AMULET OF DOUBLE FORTUNE
Holy symbol, uncommon (requires attunement by a cleric or Wondrous item, uncommon
paladin)
Wearing this amulet leads to even better luck for those
This holy symbol tells of the dangers of going against who are already lucky. Once per day while wearing this
the ways of the deities. This is a +1 spellcasting focus and amulet, whenever you roll a critical hit against a creature,
you can add this item’s enchantment bonus to spell attack you have advantage on the next attack roll, skill check, or
and damage rolls of cleric and paladin spells. Once per day saving throw you make within 1 minute.
while attuned to this item, you can cast the spell bane
without spending a spell slot.
BALDRIC OF TIME
WINTERWOOD TOTEM Wondrous item, uncommon

Totem, uncommon (requires attunement by a druid) This rough baldric is coated with sands of time that
reward the wearer for their quickness. While wearing this
This wooden totem is covered in a perpetual layer of belt, whenever you roll a natural 20 on your initiative
frost. This is a +1 spellcasting focus and you can add its check, you can dash on your first turn of an encounter
enchantment bonus to your spell attack and damage rolls without requiring an action.
of druid spells. Once per day while attuned to this item,
when you deal cold damage with a spell, you can add your
spellcasting modifier to the damage roll BATTLE STANDARD OF MIGHT
Battle standard, uncommon

WONDROUS ITEMS AND A battle standard marked with runes of power to help

OTHERS
empower your allies. As an action, you can plant the
standard into the ground or remove it. When the standard
is planted, it creates a 25-foot radius aura centered on the
flag. The aura lasts one hour, or until the standard is
removed. Once the effect ends, it cannot be used again
until the next dawn. When the standard is planted, the
aura has the following effect:
Allied creatures making attacks against creatures within
the aura gain a +1d4 bonus to damage rolls.

BELT OF VIGOR
Wondrous item, uncommon

This simple belt allows you to recover easier while


resting. While wearing this belt, whenever you expend Hit
Dice during a short rest, you regain an additional hit point
for each expended die.

BLESSED BOOK
Wondrous item, common

ACROBAT BOOTS This deceptive book bound with iron and silver contains
far more pages than it first lets on. This book has the
Wondrous item, uncommon
appearance and weight of a standard 250 page book, but
actually contains 1000 pages.
These boots are typically worn by performers. While
wearing these boots you gain a +1 bonus to Dexterity
(Acrobatics) checks. BOOTS OF ADEPT CHARGING
Wondrous item, uncommon (requires attunement)

These boots allow you to rush into the fray with less
concern. While wearing these boots you do not provoke
opportunity attacks while dashing for the first half of your
movement.

43
BOOTS OF EQUILIBRIUM EVERLASTING PROVISIONS
Wondrous item, uncommon Wondrous item, uncommon

These buckskin boots have a thick mesh sole that clings A boon to any traveler or merchant, this basket creates
to the ground firmly. While wearing these boots you move enough supplies to sustain any journey. When this wicker
normally on slippery surfaces, such as surfaces affected by basket is opened once per day, it creates enough clean food
the grease spell. and water to feed 5 Medium creatures for a day. When this
basket is opened, any unconsumed food or water created
by this basket disappears.
BRACERS OF MENTAL MIGHT
Wondrous item, uncommon
EXECUTIONER’S BRACERS
The words "mind over matter" are inscribed in elven on Wondrous item, uncommon (requires attunement)
these metal cuffs. Once per day when you make a
Strength-based attack, check, or saving throw, you can use These gold bracers help to hit harder when you roll a
your Intelligence, Wisdom, or Charisma modifier in place critical hit. While wearing these bracers, whenever you roll
of your Strength modifier for the roll. a critical hit with a melee attack, you can add a +1d6 bonus
to the damage roll.

BRACERS OF THE PERFECT SHOT


INSTRUMENT OF THE BARDS
Wondrous item, uncommon (requires attunement)
Wondrous item, rarity varies (requires attunement by a bard)
These armbands are enchanted to help increase your
ranged weapon’s effectiveness. While wearing these An instrument of the bards is an exquisite example of its
armbands your ranged weapon attacks deal an additional kind, superior to an ordinary instrument in every way. The
+1 damage. following table lists the spells common to all instruments,
as well as the spells specific to each one and its rarity. A
creature that attempts to play the instrument without
CASQUE OF TACTICS being attuned to it must succeed on a DC 15 Wisdom saving
Wondrous item, uncommon (requires attunement) throw or take 2d4 psychic damage.
You can use an action to play the instrument and cast
This billhorn helm is popular among mercenary one of its spells. Once the instrument has been used to cast
captains a spell, it can’t be used to cast that spell again until the
thanks to its ability to allow the wielder to forge ahead of next dawn. The spells use your spellcasting ability and
the company. While wearing this helm you gain a +2 bonus spell save DC.
to your initiative roll. Once per day while wearing this helm When you use the instrument to cast a spell that causes
when you roll initiative, you can swap your roll with targets to become charmed on a failed save, the targets
another willing creature you can see. have disadvantage on the saving throw. This effect applies
whether you are using the instrument as the source of the
spell or as a spellcasting focus.
CLOAK OF RESISTANCE
Wondrous item, uncommon (requires attunement)
I NSTRUMENT OF THE B ARDS
Instrument Rarity Spells
This crimson-hemmed cloak can be used to help protect
All ---- Fly, invisibility, levitate,
you from harm. Once per day while wearing this cloak, you
protection from good
can use a reaction to reduce the amount of damage from a
single attack or spell by half.
and evil, plus the spells
listed for the particular
instrument
ETERNAL CHALK Flute of the Uncommon Tasha’s hideous
Wondrous item, uncommon Dancing Satyr laughter, faerie fire,
speak with animals
This short stick of chalk has many uses, from vandalism
to exploration. This stick of chalk never breaks or wears
GLOVES OF GRACE
down from normal use. Any writing made with the eternal
chalk cannot be erased by anyone except the original artist Wondrous item, uncommon (requires attunement)
or author for one week, or until a dispel magic or similar
spell is cast. The eternal chalk can be created in any color These gloves can help assist an ally who is suffering.
Once per day while wearing these gauntlets, you can cast
the spell lesser restoration.

44
GLOVES OF PIERCING WOUNDSTICH POWDER
Wondrous item, uncommon (requires attunement) Wondrous item, uncommon

These enchanted gloves allow your attacks to pierce This leather pouch contains a life saving yellow powder.
through a foe's defenses. Once per day while wearing these This pouch contains 3 uses, and regains 1 use after one
gloves, the damage done on your turn ignores all creatures week. You can use an action to grab a pinch of the dust and
resistances. sprinkle it onto a creature to cast spare the dying.

HEDGE WIZARD GLOVES


Wondrous item, uncommon

Anyone wearing these patchwork gloves can perform


magic tricks. While wearing these gloves, you can cast the
mage hand and prestidigitation cantrips.

INSTANT CAMPSITE
Wondrous item, uncommon (requires attunement)

This satchel seems empty at first but can expand to a


campsite quickly and can easily be packed up. As an action
you can open the satchel and it will expand to create a
campsite with 4 two-person tents with bedrolls, as well as
a campfire that lasts for 12 hours. You can use another
action to fold the campsite back into the satchel.

LUCKY CHARM
Wondrous item, uncommon

This charm just seems to be a rabbit’s foot that has an


enchanted case. Once per day while wearing this charm,
you can add 1d6 to any attack roll, ability check, or saving
throw you make.

PREMONITION RING
Ring, uncommon (requires attunement)

An obsidian ring that allows you to react quickly to


danger. While wearing this ring you gain a +2 bonus to
your Initiative rolls and passive Perception.

RESTFUL BEDROLL
Wondrous item, uncommon

This bedroll is made from the highest quality material,


and is enchanted to be even more comfortable. When you
take a long rest using this bedroll, you gain +1d6
temporary hit points until your next short or long rest.

RING OF ENDURING EARTH


Ring, uncommon (requires attunement)

Wearing this stone ring gives your hand a rough texture


like stone. While wearing this ring, you gain a 1d4 bonus to
Constitution saving throws. Once per day when you are
pushed or pulled, you can use a reaction to ignore the
movement.

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