Monsters, Mechanics, and Magic Items Things for a campaign that need balancing or tweaking. Magic Items Cleric's Longsword Weapon (Any Sword), Uncommon You gain +1 to attack and damage rolls while using this weapon. This weapon has 5 charges. As a bonus action, you can speak this sword's command word and consume a charge, restoring 5 hitpoints to the wielder. This item regains 1d4+1 charges at each dawn. If the sword is reduced to 0 charges, roll a d20. On a 1, this weapon becomes a normal +1 Longsword. Bowel Hunter Weapon (Any Dagger), rare You gain +1 to attack and damage rolls when using this weapon. When you make a melee attack against a creature, the creature must succeed on a DC:12 constitution saving throw or take an additional 1d4 slashing damage as the creature starts to bleed from the wound. It repeats this save at the beginning of each of its turns, on a failure, deal the damage again until the creature succeeds. This aspect of the weapon does not work against constructs, undead, or other creatures that cannot bleed to death. Additionally, if the attack is a critical hit, the creature makes the save, on a failure, the target takes an additional 10d10 slashing damage as its organs spill out of its stomach. Selfless Strife Weapon (Greatsword), Very Rare To the average player, this sword will appear to be a rusty greatsword with no magical properties. The sword deals 2d4 slashing damage. Checks to determine magical properties fail and identify does not find anything of use. The phrase "Act Without Expectation" is enscribed into the blade in draconic. If held by a player with 4 selflessness (See Mechanics section for more details) the sword erupts in divine light as the rust flakes and withers away. This sword now gives a +2 to damage and attack rolls. Additionally, as a reaction you can cause any damage done to another creature within 30ft of you to target you instead, regardless of type or source of damage. If a creature without 5 selflessness holds this sword, the sword rapidly rusts again and returns to its normal state. Altruistic Advent Shield, Very Rare (requires attunement) To the average player, this shield appears to be a rusted steel shield with no magical properties. The shield gives a +1 AC when equipped. Checks to determine magical properties always fail. Spells such as identify also fail. The phrase "To protect those who cannot protect themselves" is enscribed into the front of the shield in draconic. If attuned by a player with 4 selflessness (See mechanics for more details) the shield erupts in divine light as the rust flakes and withers away. The shield provides a +3 AC to the holder. In addition, as a reaction you can throw the shield when an ally within 15 feet of you is attacked, adding the AC bonus to them for that attack only. If an enemy has multiattack, the shield does not protect against the second attack. You can use a bonus action to summon the shield back to your hand. Spellstrike ring Ring, rare This is a blue ring with 4 gems crested into the top, Red, Yellow, Green, and White. As a bonus action when you make a melee attack you can expend a charge in one of the gems to add an additional 2d8 damage which is dependant on the gem selected. Red deals fire damage, yellow deals lightning damage, green deals poison damage, and white deals cold damage. Each gem has 15 charges, once all 15 charges are consumed the gem shatters. When all 4 gems shatter, the ring crumbles to dust. Nobel Weapon (2 shortswords), Very Rare (requires attunment) These shortswords appear to be rusted and battered steel swords. These swords deal 1d4 damage. Checks and spells to identify magical properties always fail. If attuned to by a player with 4 selflessness, these swords erupt in divine light as the rust withers away, revealing two ornately decorated blades, each one having the inscription "Fight for those who cant" in draconic up the side of the blade. These are now +2 weapons that deal 1d6 slashing damage. Additionally, when you take the attack action, as a bonus action you can deal 1d6 of radiant damage to yourself to increase the damage done by each sword by 1d6 radiant damage. This buff lasts until the start of your next turn. Once you have used this aspect of the weapons you cannot do so again until the next dawn Bed of superior rest Wonderous item, rare This bed appears to be a normal king sized bed with a wooden bedframe. Attempting to remove the matress from the bed always fails. Completing a short rest in this bed gives the full benefits of a long rest, completing a long rest in the bed gives the normal benefits as well as giving the target 2d10 temporary hitpoints. These hitpoints last for 8 hours or until replaced/used.

All Seeing Eye Wonderous Item, Legendary (requires attunement) This item appears to be an eye carved out of stone. While attuned to it a creature can attatch the eye to their forehead and gain various abilities. Future Sight As an action, you can specify the action of a creature during the next turn of combat and that creature will be forced to perform that action on its next turn. Once this feature has been used it cannot be used again until the next dawn All Seeing You gain 120ft of truesight. Your passive perception becomes 20. Illusion As an action you can choose one target within 30 feet of you and alter their vision to make you appear as someone who they love dearly. They must succeed a DC:20 wisdom saving throw or regard you as that person until the effect ends. This effect does not end on the target even if you attack them. The GM decides how the creature reacts to you during this time. The effect lasts 30 seconds. Once this feature is used it cannot be used again until the next dawn. Harmony Wonderous Item (Liar), Legendary (Requires attunment by a bard) This Liar has been the heirloom of a family for generations, until it traded hands. It appears to be a ornate golden harp with no magical properties. It plays the same as a normal harp. When attuned to by a player with 5 selflessness, it erupts into divine light and becomes harmony, a harp made of pure divinium, whose strings are made from the beard of a great serpantine dragon. This can be used as a spellcasting focus and gives a +2 to both your spell save DC and your spell attack bonus. In addition, the harp can play multiple pieces of music that have various effects. The saves for the songs are based off your spell save DC. Song of Healing Play Time: 20 Seconds Range: 120ft Duration: Instentanious Upon the completion of the song all friendly creatures within 120ft of you heal for 6d6 + your charisma modifier. Song of Harmony Play Time: 20 Seconds Range: 60ft Duration: 10 minutes All creatures within 60ft of you must succeed on a wisdom saving throw or have their emotions calmed similar to the spell calm emotions Song of The Hero Play Time: 20 seconds Range: 30ft Duration: 1 minute Upon completion, a single creature within 30ft of you of your choice is inspired by your song. The creature gains advantage on all attack rolls, saving throws, and becomes immune to being frightened. Song of Annihilation Play Time: 1 action Range: 30ft Duration: Instantaneous A single creature within 30ft of you of your choice has their mind crushed by the notes of your song. The creature must make a wisdom saving throw or take 10d6 psychic damage on a failure, half as much on a success. Song of Purification Play Time: 10 Minutes Range: 200ft Duration: Instentanious Corruption in a 200ft radius centered on you becomes purified for 10 minutes. Corrupted enemies must make a wisdom saving throw or take 3d10 Radiant damage on a failure, half as much on a success. Each of these songs can be played once. Once a song has been played you cannot play the same song again until the next dawn. Peace Weapon (Longbow), Very Rare This bow appears to be a wooden longbow with no discernable features. Checks to determine magical properties always fail and spells such as identify show the object to be a normal wooden bow. When a player with 4 selflessness is attuned to the weapon, it erupts in divine light as the wood molds and warps into an ornately decorated bow made of pure divinium, the string being made from the beard of an ancient serpentine dragon. This weapon is now a +2 Longbow. This weapon never requires ammo, drawing the string causes an arrow of divine energy to be nocked in the bow. The bow deals 1d8 radiant damage on a hit. Additionally, upon hitting a target the wielder can cause the arrow to grow brightly for 60 seconds as a bonus action, producing 60ft of bright light and 60ft of dim light. This only works if the arrow hits a living target. All attacks against the enemy during this time have advantage. Once this property has been used it cannot be used again until the next dawn. Justice Weapon (Warhammer), Rare To the average player this warhammer appears to be a steel warhammer. Checks to determine magical effects always fail as do spells such as identify. When a creature with at least 3 selflessness holds this weapon it erupts in divine light. This weapon is now a +1 weapon. As an action, you can slam this hammer against the ground, producing an effect identical to the spell Destructive Wave. The save for this spell is 8 + proficiency + strength modifier. Once you have done this you cannot do so again until the next dawn. Flute Of Finding Wonderous item, uncommon As an action, a player can play a note from this flute. After 10 seconds, this note comes back and the player magically knows the location and equipment of any character that hears the flute. The flute is audible up to 120ft Galeforce Artifact (Rapier) You gain +3 to attack and damage rolls with this weapon. While you are attuned to this weapon, your dex cap and score increases by 2, your movement speed increases by 15ft and you are proficient with this weapon. Anytime you move more than half your movement on your turn, the rapier produces a powerful gust of wind that disperses fogs and clouds in a 30ft radius around you. This rapier is a sentient weapon. It has the voice of a young elven girl. She loves nature and beauty but hates injustice and innocent people being hurt. She was a prodigy who commanded powerful wind magic before she was killed by her jealous rival. She can cast Gust of wind, Haste, Jump, Longstrider, Wind Wall, and Whirlwind once per day. You can also dash as a bonus action.

Headstrong Artifact (Longsword) (Requires Attunment) You gain +3 to attack and damage rolls while using this weapon. Your strength score and the cap for that score increases by 2. You can add your strength modifier to your initative rolls. When you hit an enemy with an attack with this weapon, they must succeed a strength saving throw (DC= 8 + Proficiency bonus + Strength modifier) or be knocked prone. Additionally, when you are targeted by a melee weapon attack you can expend your reaction to make an attack roll against the attacker. If you hit, the amount of damage you deal is subtracted from the damage of their attack. If this reduces the damage to below 0, any damage past 0 is dealt to the attacker. This weapon contains the spirit of an ancient raging barbarian, whos physical might knew no bounds and whos headstrongness led to their downfall. This spirit allows you to cast enhance ability on yourself at will. Mantle Of The Sea Artifact (Robe) (Requires attunment) This ocean blue cloak seems to flow like water when observed. Your AC while wearing this robe is 17 + dexterity modifier. Addititonally, Your charisma and charisma maximum increase by 2. While you are in the water, you gain a swimming speed equal to your walking speed and you can breathe and act normally as if you were on dry land. This cloak grants you advantage on all saving throws requiring wisdom, intelligence, and charisma. Addititonally, This robe has 3 charges. when you are hit with an attack, you can expend a charge and use your reaction to cause a wave of water to surge from the cloak. Enemies in a 30ft cone in front of you facing the attacker must make a DC:18 dexterity save or take 4d6 bludgeoning damage and be pushed to the edge of the cone. The robe regains 1d4 - 1 charges at dawn. This robe contains the spirit of an ancient wizard, bent on the destruction of evil via water magic. This spirit can cast Control Water, Malestrom, Tidal Wave, and Tsunami once per day. Smartstrike Artifact (Longsword) (Requires attunement) This appears to be a hilt with no blade. You need an intelligence of 13 to attune to this weapon. When you attune to this weapon a blade of pure energy extends from the hilt and you gain proficiency with it. The weapon has +3 to attack and damage rolls. Rather than using strength, this weapon uses your intelligence modifier. The weapon's damage dice scale according to your intelligence. Additionally, when you cast a spell or cantrip you can make one melee weapon attack as a bonus action. This weapon deals force damage. Intelligence Damage dice 13-17 1d6 18-21 1d8 22-25 1d10 26-27 1d12 28 2d6 29 3d8 Shinesoul Artifact (Rapier) (Requires attunement by a bard) You gain +3 to attack and damage rolls with this weapon. Addititonally, when an attack with this weapon is a critical hit you regain one bardic inspiration die. This weapon allows you to cast charm person at will. Additionally, this weapon is infused with the divine soul of an aasimar. As a bonus action, you can fuse your soul with the soul in the weapon, temporarily granting you the following benefits Ability Score Improvements- Your Charisma score and score cap increase by 2, to a maximum of 25. Your wisdom score and cap increase by 1, to a maximum of 25. Darkvision- You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Celestial Resistence- You gain resistence to radiant and necrotic damage. Healing Hands- As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest Light Bearer- You know the light cantrip. Charisma is your spellcasting ability for it. Radiant Soul- You can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level. Once you use this trait, you can't use it again until you finish a long rest. The soul remains fused with yours for 2 Hours. Once you have fused with the soul, it has a 50% chance to be restored to full power at dawn, allowing you to fuse with it again. The Princess's Guard Artifact (Longsword and Shield) (Requires Attunement) This set of sword and shield are engraved with the visage of a handsome prince on the sword and a beautiful princess on the shield. The sword grants +3 to attack and damage rolls while the shield grants a +4 bonus to AC. These artifacts were meant to be shared by two people. When they are wielded separately, the pair can always communicate telepathically and always know exactly where the other is so long as they still hold their respective pieces. When the person holding the shield is targeted by a melee weapon attack, the person with the sword can use their reaction to cause the attack to target them instead. When the person with the sword makes a melee weapon attack, the person with the shield can use their reaction to transfer some, or all of the shield's AC bonus to the attack and damage bonus of the sword. This bonus lasts until the start of the shield user's turn, at which point the AC bonus from the shield is restored.

Spellfocus Artifact (Ring) (Requires Attunement) You can focus the magic of your spells through this piece of alien technology to greatly increase their lethality. While attuned to this ring you gain +2 to your intelligence and intelligence cap. Additionally, your spell attack bonus and spell save DC increase by +3. When you cast an AOE spell, you can focus its magic through the alien lens of this ring to make it only target a single creature, but cause the spell to deal double damage. For a spell that does not deal damage, such as Mass Suggestion instead causes the target to automatically fail the initital save. This ring has 30 charges, each time you focus a spell through the lens it loses charges equal to the level of the spell cast. It regains 1d20 charges each dawn. The Castle Artifact (shield) (Requires Attunement) This greatshield engraved with the visiage of a castle wall bears no marks from the innumerable battles it has seen. While attuned to this shield, your constitution and constitution cap increase by 2 and you can wield a weapon with the two handed property in one hand effectively. Additionally, you gain a number of hitpoints equal to twice your level and gain an additional 2 hitpoints when you gain a level. This shield has 3 charges. When you are targeted by a cone or sphere attack and can see the source, you can expend a charge and your reaction to slam this shield into the ground, causing a magical stone wall to extend 5ft in all directions centered on the shield facing the source. Creatures behind the wall including yourself automatically succeed their saves against the attack and take no damage instead of half. Finally, you can consume a charge to cry a fierce battlecry, causing any enemies within 30ft of you to make a wisdom save against your spell save DC, or 15 if you dont have one, or be affected with the compelled duel spell (No concentration required). During this duration, you gain resistence to all damage. The shield regains 1 charge everyday at dawn. Tome Of Blood Magic Wonderous item, Legendary The pages of this leather bound book are written in the blood of a long dead caster. A spellcaster may attempt to read this book. If someone who cannot cast at least one spell tries to read this, they immediately take 10d10 psychic damage. A spellcaster who attempts to read this must make a DC:18 charisma saving throw or take 10d10 psychic damage. On a success, the reader can spend 48 hours reading and studying the book in order to unlock its secrets. Upon finishing the book, the reader gains the following benefits. Ability score improvement The stat you use for your spellcasting and the cap for that stat is increased by 2, to a maximum of 30. Blood Magic When you cast a spell, you can forgo using a spellslot and instead sacrifice an amount of blood. When you cast a spell using blood, you immediately take force damage equal to 3x the level of the spell. Your hitpoint maximum also decreases by this amount. If your hitpoint maximum is reduced to 0 by this, you die. This can be used to cast spells of 8th level and lower, provided you have access to them. Your decreased hitpoint maximum can only be reversed by taking a long rest. Once someone has read this book, it dissappears and appears in a random bookshelf somewhere else on a random plane. Blade Of Bahamut Weapon (Greatsword), Rare This beautiful, platinum greatsword bears the insignia of Bahamut in the guard. It is a magical weapon. The weapon deals 2d6 slashing damage on a hit. Additionally, as a bonus action the user can touch the insignia and specifiy a type of damage including Fire, Poison, Acid, Lightning, and Cold. The weapon deals an additional 2d6 of the weapons type for one minute. Once this property has been used it cannot be used again until the next dawn.

Shadow Blade Weapon (Dagger), Artifact This artifact begins as a hilt that has several cracks throughout it. It is the whispering remnants of an Ancient Red Shadow Dragon named Arivia who inhabited the shadowfell. She was revered as a god and one day she made her way to the material plane to expand her power and influence. She fell to a pair of powerful monk heroes, and her soul was shattered into 10 pieces. By will alone she perservered, and her soul became the Shadow Blade. The hilt seeks worthy mortals who can complete the blade, one by one collecting the shards until the dagger is restored to its glory, so she can be reborn once again. It has the following properties. The weapon only activates at night. At night, a spectral shadowy blade extends from the hilt. The weapon has the properties of the Shadow Blade spell and you add your modifiers to the damage. It gains the following properties as the dagger gains more pieces. Pieces Effect 1 The weapon has a +1 to attack and damage rolls 2 When you hit a creature with this weapon, you regain 1 hitpoint 3 Once per night, when you hit with the weapon you can turn the hit into a crit 4 The weapon has a +2 to attack and damage rolls 5 When you hit a creature with this weapon, you regain 2 hitpoints 6 When you hit a creature with this weapon, you regain 3 hitpoints 7 The weapon has a +3 to attack and damage rolls. You can cast plane shift using it once and the destination must be the shadowfell. 8 When you hit a creature with this weapon, you regain 4 hitpoints 9 Twice per night, when you hit with the weapon you can turn the hit into a crit. 10 When you hit a creature with this weapon, you regain 5 hitpoints. The dagger now works 24 hours per day, but its forced crits are still limited to twice per day When a creature gets all the pieces, they will be drawn to the shadowfell to complete her ritual. By committing their blood by slicing themselves with the knife, the creature will be overtaken by her and she will transform them into an Ancient shadow dragon. The creature will then fight one on one against her soul, which has the statistics of a Young Red Shadow Dragon. During this fight she has control over the body and will decimate everything around her. If the creature is victorious, they force her soul into submission and the shadow blade gains the following additional properties. Aspect of the dragon The Dagger has 30 charges. It regains all expended charges on the new moon of each month. On the new moon the user must make a DC:20 wisdom saving throw or have their body taken over by the dragon and have to repeat the battle with her soul. On a success, she is subdued for the month. She can willingly allow you to succeed if she chooses. As an action, you can perform any of the following transformations. Dragon's Claws (1 Charge) Your unarmed strikes do 2d10 slashing damage as shadowy dragon claws engulf your arms. This lasts for 8 hours or until you dismiss it as an action. Dragon's Breath (3 Charges) As an action you can breath shadow in a 60ft cone, creatures in that area must succeed a con save (DC:18) or take 16d6 necrotic damage, half as much on a success. A humanoid reduced to 0 hitpoints by this dies and rises as a shadow under your control. Shadow Armor (5 Charges) While in dim light or darkness you gain resistence to any damage that isnt psychic, force, or radiant as shadows wreathe around your body. This lasts for 8 hours or until you dismiss it as an action. Draconic Transformation (10 Charges) You turn into a Young Red Shadow Dragon as if by the polymorph spell. Greater Draconic Transformation (20 Charges) You turn into an Adult Red Shadow Dragon as if by the polymorph spell. Godly Draconic Transformation (30 Charges) You turn into an Ancient Red Shadow Dragon as if by the polymorph spell. If the character loses the battle against her soul, they can make a DC:20 wisdom save at the end of every month, or they can make one when the dragon is reduced to 0 hipoints. On a success they repeat the battle with her soul.

Puck Wonderous Item, Legendary This small shard of ice is cold to the touch and never melts regardless of the heat. As a bonus action, you can summon the spirit contained in the crystal, a tiny cat that floats around your head. The cat's name is puck, a fun loving and energetic cat spirit that fiercely guards its owner, but rarely breaks cadence with its cheery nature. Its starts are as follows: Puck Tiny Fey, Chaotic good Armor Class 20

20 Hit Points 60

60 Speed 40ft Fly (Hover). STR DEX CON INT WIS CHA 7 (-2) 18 (+4) 7 (-2) 22 (+6) 20 (+5) 18 (+4) Condition Immunities Frightened, Charmed, Exhausted

Frightened, Charmed, Exhausted Damage Immunities Cold

Cold Damage Resistences Nonmagical Bludgeoning, Piercing, and slashing damage

Nonmagical Bludgeoning, Piercing, and slashing damage Damage Vunerabilities Fire

Fire Saving Throws Dexterity +8 Wisdom +8 Intelligence +10 Charisma +9

Dexterity +8 Wisdom +8 Intelligence +10 Charisma +9 Skills Religion +10 Persuasion +9 Nature +10 Medicine +8 Perception +8

Religion +10 Persuasion +9 Nature +10 Medicine +8 Perception +8 Senses passive Perception 18

passive Perception 18 Languages Common, Fey Spellcasting This creature can cast spells innately without needing material components. Its spellcasting modifier is intelligence. Its Spell save DC is 18 and its spell attack bonus is +10. It has the following spells. At Will- Blade Ward, Chill Touch, Guidance, Hunters Mark, Sanctuary (Self or master only) 5/rest- Faerie Fire, Healing word, Sleet Storm, Shield, Cure Wounds (2nd Level), Guiding Bolt. 3/rest- Ice Storm, Conjure Volley (Ice Shards), Misty Step 1/rest- Cone of Cold Protector. Any spell that has a range of 'Self' can be targeted at Puck's Master. Retreat If Puck is reduced to 0 hitpoints, he retreats into his crystal. He cannot be summoned again until he has rested for 24 hours. Spirit Puck can remain in his physical form for up to 8 hours before needing to rest for 8 hours. If he is summoned before he can fully rest, his bonuses recieve a -1 penalty for every hour he hasnt rested. I.E. 3 hours of rest nets him a -5 to all stats. If forced to work while exhausted, he must rest for 24 hours before he can be summmoned for any reason. After an 8 or 24 hour rest, he has all his hitpoints and all his spells restored. Magical Weapons Puck's Attacks are magical Actions Multiattack- Puck makes 2 Icicle Shot attacks Icicle Shot. Ranged Weapon Attack +8 to hit, range 60/120ft, one target. Hit 11 (2d6 + 4) Cold Damage Reactions Ice Barrier (Recharge 5-6) When an attack targets puck's master, he forms a barrier of solid ice to block the attack. This barrier gives 20 temporary hitpoints to Puck's Master, which disappear at the start of his turn.

Wand of Stars Wonderous Item (Wand), Legendary (Requires Attunement by a good aligned creature capable of casting at least one spell) This artifact was forged by the Selune, goddess of the moon and stars, to help restore the strength of her followers following the spellplague. The wand fell into the hands of the mind flayers, who corrupted it and attempted to wield it against humanity. Selune personally retrieved the wand and locked it away in a vault deep in an underwater lake, then forged the Kingbreaker, a sword who would decide the rightful heir to the wand. The wand has a solid gold hilt with diamonds and sapphires encrested into it. It has no head, instead, 7 motes of starlight swirl around the top. The wand has the following properties Ability Score Improvement While attuned to this wand, your intelligence becomes a 24 and cannot be lower than 24. If your intelligence is higher than 24, your intelligence increases by 2 to a maximum of 30. Starlight Defense You gain a +2 to saving throws and Armor class. In addition, when you are targeted by an attack you can use your reaction and expend 1 mote to give yourself a +2 bonus to armor class against the attack, or a +4 to a saving throw. You can expend an additional mote to increase the bonus by +1 and +2 respectively. Belt of Orion You can expend 2 motes to cast Crown of Stars as an action. Intelligence is your spellcasting modifier for it. Starfall You can use an action and expend 3 motes to cause stars to rain down on a point within 10 miles of you that you can see. A star causes a 40ft radius explosion when it hits the ground, and creatures in this area must make a dexterity save (DC: 8 + proficiency + intelligence modifier), taking 20d6 radiant and 20d6 fire damage on a failed save, half as much on a success. You create one star with this, and can expend additional motes to cause additional stars to fall. A creature can be affected by no more than one star per use of this ability. Starlight's Guide. When you cast a spell that deals radiant damage or causes the charmed effect, you can expend a mote and make an arcana check with a DC equal to 10 + the spell's level. On a success, you cast the spell without expending a spell slot. Sentiet Weapon This weapon is sentient and has the following statistics: 25 intelligence, 12 wisdom, 15 charisma. The weapon is concerned only with the protection of the plane against creatures who would cause events like the spellplague to happen again, and anything else will annoy her, and in times of relative peace she spends her time pondering the purpose of her existence and what she can do to further her own goals. The Weapon regains 1d6 + 1 motes each day at midnight, but the weapon can choose to regain no motes if her wielder is going against her wishes. Kingbreaker Longsword, Legendary A sword forged by the goddess Selune to find a worthy heir to her artifact, the Wand of Stars. The sword gains power from its wielder usurping weak leaders and taking their place, and each time a wielder does this, the sword gains power. Once it has gained enough power, it can be used to open the Vault of Stars, a vault buried in an underwater lake, which contains the Wand of Stars. The sword starts as a nonmagical longsword, each time a wielder replaces or knocks someone down from a position of power, the sword gains a random property as listed below. Property Roll (d100) Result 1-48 The weapon gains a +1 to attack and damage rolls, if it is already a +3 weapon, ignore this result and roll again 49-58 The sword gains the ability to cast one cantrip (Save DC:15, attack bonus +7) 59-67 The sword deals an extra 1d6 slashing damage on a hit. 68-75 As a bonus action on their turn, the user can touch the sword to cause it to catch fire. Attacks with it deal an extra 2d6 fire damage. 75-85 The sword deals a critical hit on a roll of 19 and 20 85-92 The sword grants the wielder a +2 to AC 93-99 The sword can be used to open The Vault of Stars 00 The weapon gains the properties of a Vorpal Sword Any duplicate result should be re-rolled except for the first result up to a certain point.

Mechanics Selflessness For the purposes of my campaign, how selfless a player is determines how 'the corruption' the main antagonist of my game, interacts to their physical contact. It also determines the effectiveness of magical items that require selflessness to wield. Selflessness is given or taken from the characters depending on how they act. A character would lose selflessness for haggling with a quest giver, but would gain it by jumping in front of an attack or helping a person without inquiring about a reward, even if one is given. Selflessness is meant to fluxuate during the campaign, so losing selflessness isnt the end of the world. Players will not know about this scale nor will they be able to measure their selflessness. Selflessness is measured on a -5 to 5 scale, with the effects being as follows -5 Corrupted enemies gain +5 to attack and damage rolls against you. Starting your turn in contact with corruption causes you to take 5 necrotic damage. Outside of combat making physical contact with corruption causes you to take 5 necrotic damage. Any physical contact causes you to become afflicted with Corruption Sickness. -4 Corrupted enemies gain +4 to attack and damage rolls against you. Starting your turn in contact with corruption causes you to take 4 necrotic damage. Outside of combat making physical contact with corruption causes you to take 4 necrotic damage. Any physical contact causes you to become afflicted with Corruption Sickness. -3 Corrupted enemies gain +3 to attack and damage rolls against you. Starting your turn in contact with corruption causes you to take 3 necrotic damage. Outside of combat making physical contact with corruption causes you to take 3 necrotic damage. Any physical contact causes you to become afflicted with Corruption Sickness. -2 Corrupted enemies gain +2 to attack and damage rolls against you. Starting your turn in contact with corruption causes you to take 2 necrotic damage. Outside of combat making physical contact with corruption causes you to take 2 necrotic damage. Any physical contact causes you to become afflicted with Corruption Sickness. -1 Corrupted enemies gain +1 to attack and damage rolls against you. Starting your turn in contact with corruption causes you to take 1 necrotic damage. Outside of combat making physical contact with corruption causes you to take 1 necrotic damage. Any physical contact causes you to become afflicted with Corruption Sickness. 0 Making physical contact with corruption causes you to be afflicted with Corruption Sickness. 1 You gain +1 to attack and damage rolls against corrupted enemies. Your touch causes corruption in a 5ft radius around where you touched to be purified for 1 minute. Corruption that stays purified for one day remains purified and can be used for forging. 2 You gain +2 to attack and damage rolls against corrupted enemies. Your touch causes corruption in a 5ft radius around where you touched to be purified for 2 minutes. Corruption that stays purified for one day remains purified and can be used for forging. 3 You gain +3 to attack and damage rolls against corrupted enemies. Your touch causes corruption in a 5ft radius around where you touched to be purified for 3 minutes. Corruption that stays purified for one day remains purified and can be used for forging. 4 You gain +4 to attack and damage rolls against corrupted enemies. Your touch causes corruption in a 5ft radius around where you touched to be purified for 4 minutes. Corruption that stays purified for one day remains purified and can be used for forging. Some divinium weapons will now react to your touch. 5 You gain +5 to attack and damage rolls against corrupted enemies. Your touch causes corruption in a 5ft radius around where you touched to be purified for 5 minutes. Corruption that stays purified for one day remains purified and can be used for forging. All divinium weapons will now react to your touch. Corruption Sickness This disease is magical in nature and can be dispelled in a variety of ways. The easiest is to perform a selfless act, though the players do not know this. Nonmagical means of treatment always fail, as does lesser restoration. For purposes of dispelling this does count as a curse, meaning effects that end curses on an individual can end this. Every hour someone is infected they take 1d10 necrotic damage. If their selflessness drops while they are infected they take an additional 5d10 necrotic damage. If this damage reduces the creature to 0 hitpoints they become petrified over a course of 24 hours. Upon completion they arise as a Corrupted Brute. Killing this brute restores the body, although mangled, allowing spells such as revivify to work. If they perform a selfless act, this curse ends automatically.

Monsters Infectus Explorator Small aberration, Chaotic Evil Armor Class 11

11 Hit Points 11 (2d8+2)

11 (2d8+2) Speed 40ft. STR DEX CON INT WIS CHA 11 (+0) 15 (+2) 11 (+0) 14 (+2) 13 (+2) 5 (-3) Condition Immunities Stunned, Paralyzed, petrified

Stunned, Paralyzed, petrified Damage Resistences Necrotic, Poison, Acid, bludgeoning piercing and slashing damage from non-magical weapons.

Necrotic, Poison, Acid, bludgeoning piercing and slashing damage from non-magical weapons. Senses passive Perception 14

passive Perception 14 Languages Deep, Telepathy 300ft.

Deep, Telepathy 300ft. Damage Vunerabilities Any damage from divinium weapons.

Any damage from divinium weapons. Challenge 1/4 (50XP) Viemant Scout Rolls advantage on perception checks, cannot be surprised, can take dash and disengage as bonus actions on each of its turns. Actions Claws. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 4 (1d4 + 2) slashing damage <br> Condemnant Infectus Medium Aberration, Chaotic Evil Armor Class 18

18 Hit Points 82 (13d8 + 24)

82 (13d8 + 24) Speed 25ft. STR DEX CON INT WIS CHA 18 (+4) 4 (-3) 17 (+4) 10 (+0) 4 (-3) 4 (-3) Condition Immunities Charmed, Frightened, Paralyzed, petrified

Charmed, Frightened, Paralyzed, petrified Damage Resistences Necrotic, Poison, Acid, bludgeoning piercing and slashing damage from non-magical weapons.

Necrotic, Poison, Acid, bludgeoning piercing and slashing damage from non-magical weapons. Damage Vunerabilities Any damage from divinium weapons.

Any damage from divinium weapons. Senses passive Perception 7

passive Perception 7 Languages Deep (Understand)

Deep (Understand) Challenge 6 (2300xp) Immovable Wall. These creatures are immune to effects on spells and attacks that cause the creature to move. Multiattack. This creature makes two melee weapon attacks with its fists. Malliable. This creature can mold its hands into bladed or bludgeoning weapons, but only does so if commanded. Actions Fist Melee Weapon Attack: +8 to hit, reach 5ft, one target. Hit 17 (3d8 + 4) slashing or bludgeoning damage

Infectus eques auratus Medium Aberration, Chaotic Evil Armor Class 18

18 Hit Points 180 (15d10 + 90)

180 (15d10 + 90) Speed 30ft. STR DEX CON INT WIS CHA 22 (+6) 22 (+6) 22 (+6) 12 (+1) 12 (+1) 12 (+1) Condition Immunities Frightened, Paralyzed, petrified

Frightened, Paralyzed, petrified Damage Resistences Necrotic, Poison, Acid, bludgeoning piercing and slashing damage from non-magical weapons.

Necrotic, Poison, Acid, bludgeoning piercing and slashing damage from non-magical weapons. Damage Vunerabilities Any damage from divinium weapons.

Any damage from divinium weapons. Saving Throws Dexterity, Strength

Dexterity, Strength Senses passive Perception 17

passive Perception 17 Languages Common, Deep

Common, Deep Challenge 10 (5900 xp) Corrupt.. As an action, this creature can force a target within 120ft to make a wisdom saving throw (DC:16) or lose 1 point of selflessness. Once it has done this it cannot do it again until the next dawn Crystaline Wave (Recharge 5-6). This creature can force every enemy in a 30ft cone to make a dexterity saving throw (DC:16) or take 6d6 necrotic damage and 6d6 piercing damage on a failure, or half as much on a success, as a wave of purple crystals shoot up from the ground. Corrupted Weapons weapon attacks from this creature deal an additional 9 (2d8) Necrotic damage (included in the attack) Legendary Resistance. 1/day Actions Multiattack The captian can make 3 melee weapon attacks, or two ranged attacks Corrupted Blade. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 16 (3d6 + 6) slashing damage and 9 (2d8) necrotic damage Corrupted Shot. Ranged Weapon Attack: +10 to hit, reach 30ft., one target. Hit 13 (2d6 + 6) piercing damage and 9 (2d8) necrotic damage Concidit Infectus Medium Aberration, Chaotic Evil Armor Class 16

16 Hit Points 47 (10d6+12)

47 (10d6+12) Speed 35ft. STR DEX CON INT WIS CHA 4 (-3) 22 (+6) 4 (-3) 15 (+2) 12 (+1) 10 (+0) Condition Immunities Frightened, Charmed, Paralyzed, petrified

Frightened, Charmed, Paralyzed, petrified Damage Resistences Necrotic, Poison, Acid, bludgeoning piercing and slashing damage from non-magical weapons.

Necrotic, Poison, Acid, bludgeoning piercing and slashing damage from non-magical weapons. Damage Vunerabilities Any damage from divinium weapons.

Any damage from divinium weapons. Senses passive Perception 11

passive Perception 11 Languages Deep, Common

Deep, Common Challenge 5 (1800 XP) Shred Armor. On a crit, a melee attack from this creature deals a cumulative -1 to the AC provided by the armor the target is wearing. If this reaches -5, the armor breaks Armor Piercing Claws These creatures ignore 5 points of AC from nonmagical armor and shields Sneak Attack If this creature hits another creature during the first round of combat before that creature has moved the hit becomes a critical hit. Actions Claw Melee Weapon attack: +9 to hit, reach 5ft, one target, Hit 13 (2d6+6)

Infectus Bestiam Huge Aberration, Chaotic evil Armor Class 23

23 Hit Points 400 (32d12 + 192)

400 (32d12 + 192) Speed 40ft. STR DEX CON INT WIS CHA 26 (+8) 16 (+3) 22 (+6) 14 (+2) 14 (+2) 14 (+2) Condition Immunities Frightened, Charmed, Paralyzed, petrified

Frightened, Charmed, Paralyzed, petrified Damage Resistences Acid, bludgeoning piercing and slashing damage from magical weapons.

Acid, bludgeoning piercing and slashing damage from magical weapons. Damage Immunities nonmagical weapon damage, Necrotic + poison

nonmagical weapon damage, Necrotic + poison Damage Vunerabilities Any damage from divinium weapons.

Any damage from divinium weapons. Saving Throws Constitution +10, strength +12, dex +8.

Constitution +10, strength +12, dex +8. Senses passive Perception 12, Tremorsense 30ft

passive Perception 12, Tremorsense 30ft Languages Deep

Deep Challenge 23 (15,000xp) Frightening Presence. Each creature of the beast's choice that is within 120 ft. of the beast and aware of it must succeed on a DC 19 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the beast's Frightful Presence for the next 24 hours. Crystal Breath (recharge 5-6). each remaining head of the beast fires a laser from its mouth. Every creature in a 120ft line must make a DC:18 Dex save or take 20d6 necrotic damage on a failure, half as much on a success. The ground where the beam hit becomes difficult terrain as a wall of purple crystals spurt up from the ground. For each head, an additonal line is created. A creature can only be hit by one of the lines. Multiple Heads. The beast has 3 heads, as long as 3 heads are attached the beast gets 3 melee bite attacks per turn. Each head has 50 hp with resistance to bludgeoning and piercing damage, vunerability to slashing damage. If a head is removed, the beast loses a bite attack on each of its turns. A head will regrow after 30 seconds. If all 3 heads are removed, the beast dies. Corrupt. As an action, this creature can force a target within 120ft to make a wisdom saving throw (DC:19) or lose 1 point of selflessness. Once it has done this it cannot do it again until the next dawn Call Minions. As an action, this creature can summon 3 corrupted brutes to join the battle. Once it has done this it cannot do so again until the next dawn. Multiattack. This creature makes 2 claw attacks, and one bite attack for each of its remaining heads. Legendary Resistance 3/Day Actions Claw. Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit 16 (2d8 + 7) Bite. Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit 17 (3d6 + 7) Tail. Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit 18 (2d10 + 7) Legendary Actions This creature gets 3 legendary actions per round of combat. This creature regains all used legendary actions at the start of each of its turns (1 action) Tail. The creature makes a melee attack with its tail (2 Actions) Shatter. The creature fires a wave of crystals off of its body in a 30ft cone. All creatures must make a dex save (DC:18). A creature takes 3d6 piercing damage and 3d6 necrotic damage on a failed save, or half as much on a success.

Condemnant Magna Gargantuan Aberration, Chaotic evil Armor Class 25

25 Hit Points 1075 (80d20 + 195)

1075 (80d20 + 195) Speed 40ft. STR DEX CON INT WIS CHA 36 (+13) 4 (-3) 36 (+13) 8 (-1) 4 (-3) 4 (-3) Condition Immunities Frightened, Paralyzed, Charmed, poisoned, petrified

Frightened, Paralyzed, Charmed, poisoned, petrified Damage Resistences Necrotic, Poison, Acid, bludgeoning piercing and slashing damage from non-magical weapons.

Necrotic, Poison, Acid, bludgeoning piercing and slashing damage from non-magical weapons. Saving Throws Constitution +16, Strength +16, Dexterity +3, Wisdom +3.

Constitution +16, Strength +16, Dexterity +3, Wisdom +3. Damage Vunerabilities Any damage from divinium weapons.

Any damage from divinium weapons. Senses passive Perception 10

passive Perception 10 Languages Deep

Deep Challenge 28 (120,000XP) Siege Monster. The Colossus deals double damage to structures. Immovable Wall. The Colossus is immune to effects on spells and attacks that cause it to move. Crushing Blow. When the Colossus makes an attack against a creature on the ground, all creatures in a 30ft radius centered on the target must make a DC:15 Dexterity saving throw or be knocked prone. Annihilate. If an attack from the colossus reduces a creature to 0 hitpoints, it can make one melee attack as a bonus action Corrupting Wake- When the colossus touches the ground in any way, including footsteps, a 15ft circle of corruption envelops the ground centered on the point of contact. Corrupted Cannon- The Colossus tucks its arms against the side of its body and charges a sphere of corrupted energy between them. The colossus must use its action each turn to continue charging this attack. It cannot turn or deviate from its original direction during this time. After 3 rounds this energy is discharged in a 150ft cone, forcing enemies in that radius to make a DC:18 Dexterity saving throw dealing 210 (60d6) Necrotic damage on a failed save, or half as much on a success. After the Colossus has done this it cannot do so again until the next dawn Legendary Resistence 3/day Actions Smash. Melee Weapon Attack: +18 to hit, reach 15ft., one target. Hit 29 (3d10 + 13) Stomp. Melee Weapon Attack: +18 to hit, reach 5ft., one target. Hit 40 (5d10 + 13)

Episcopus Infectus Medium Aberration, Chaotic Evil Armor Class 17

17 Hit Points 110 (20d10)

110 (20d10) Speed 30ft. STR DEX CON INT WIS CHA 4 (-3) 25(+7) 4 (-3) 22 (+6) 24 (+7) 30 (+10) Condition Immunities Charmed, Frightened

Charmed, Frightened Damage Resistences Necrotic, Poison, Acid, bludgeoning piercing and slashing damage from non-magical weapons.

Necrotic, Poison, Acid, bludgeoning piercing and slashing damage from non-magical weapons. Saving Throws Charisma +15, Dexterity +12

Charisma +15, Dexterity +12 Damage Vunerabilities Any damage from divinium weapons.

Any damage from divinium weapons. Senses passive Perception 23

passive Perception 23 Languages Deep, but all creatures hear their voices in their native tongue

Deep, but all creatures hear their voices in their native tongue Challenge 15 (13,000 XP) Siren's Call. Any creature that can see the sirens roll disadvantage against wisdom saves to charm. Innate Spellcasting. These creatures get access to certian spells innately. Their spell save DC is 24, their spellcasting modifier is charisma. Their spell attack bonus is +15. At will: Alter Self, Misty Step, Bestow Curse, Blur, Eldritch Blast (17th level), Mage hand. 5/Day: Charm Person, Command, Hold Person, Fly, Fireball 3/Day: Dominate person, Harm, Counterspell, Destructive Wave, Conjure Volley. 2/Day: Mordenkainen's Sword, Mislead, Flame Strike 1/day: Prismatic Spray Agonizing Blast When this creature hits a creature with eldritch blast, the creature takes an additional 10 damage. Hyper Voice. As an action, the siren can force any number of creatures within 60ft of it to make a wisdom saving throw or take 6d6 psychic damage on a failure, half as much on a success. Creatures that fail are deafened until the start of the siren's next turn. Corrupt. The siren chooses up to 3 creatures within 60ft of it and forces them to make a DC:19 Wisdom saving throw or lose one point of selflessness. This can be done up to 3 times before the next dawn. Legendary Resistence. 1/day Actions Claw. Melee Weapon Attack: +13 to hit, reach 5ft., one target. Hit 14 (2d6 + 7) Shatter Ranged Weapon Attack +13 to hit, reach 50ft, one target. Hit 17 (3d6 + 7)

Regina Infectus Medium Aberration, chaotic evil Armor Class 22

22 Hit Points 310

310 Speed 60ft. STR DEX CON INT WIS CHA 25 (+7) 20 (+5) 20 (+5) 24 (+7) 16 (+3) 20 (+5) Condition Immunities Paralyzed, Petrified, Poisoned.

Paralyzed, Petrified, Poisoned. Saving Throws Int +13, dex +11

Int +13, dex +11 Damage Immunities Bludgeoning, Piercing, and slashing from nonmagical attacks. Necrotic, Poison.

Bludgeoning, Piercing, and slashing from nonmagical attacks. Necrotic, Poison. Damage Resistences Bludeoning, piercing, and slashing from magical weapons. Cold, Fire, and lightning.

Bludeoning, piercing, and slashing from magical weapons. Cold, Fire, and lightning. Senses passive Perception 13

passive Perception 13 Skills Religion +12, Arcana +12, Athletics +12.

Religion +12, Arcana +12, Athletics +12. Languages Common, Deep

Common, Deep Challenge 17 Queen's Inspiration. As a bonus action on her turn, the Regina can give one corrupted creature within 60ft of it a die of inspiration. When the creature makes an attack roll or saving throw in the next minute, it can roll the die and add it to its total. The die is a d12. Queenly Majesty. When a creature attempts to attack the queen, roll a d6. On a 1, the creature must choose a different target or lose the attack as the queen's pressure intimidates them into hesitating. A creature who is immune to the frightened condition ignores this. Queen's Presence. Corrupted creatures within 30ft of the Regina gain a +5 bonus to all saving throws. Absolute Strength. When the Regina hits a creature with a melee attack, the creature must make a DC:19 strength saving throw or be pushed back 20ft. If the creature collides with a surface, it takes 3d6 bludgeoning damage. If it strikes a creature, they each take the damage. Limited Magical Immunity Regina cannot be affected by spells below 6th level, unless she chooses to be affected. She has advantage on saving throws against other magical effects. Actions Multiattack. The Regina makes 3 strike attacks. Strike. Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit 21 (4d6 + 7) Conjure Corruption. The Regina creates a Condemnant Infectus that immediately joins the battle, taking its turn at inititave count 10. Queen's Mercy. (Recharge 6) A bright purple light evelopes the battlefield in a 60ft radius centered on the Regina. Creatures that arent corrupted must make a constitution saving throw (DC:19) or take 8d6 necrotic damage. Corrupted creatures in this light regain 40 hitpoints. Manipulate Corruption. The Regina manipulates corruption she can see within 60ft of her. The corruption takes on a form she decides, but can be no more than a 20ft cube Return. Regina launches into the sky and returns to her home. She cannot use this ability if she is prone, restrained, grappled, or if her movement speed is 0. Legendary Actions Turn Invisible (2 actions) Regina turns invisible and moves up to half her speed without provoking opportunity attacks. While she is invisible her queen's presence ability does not work. Strike Regina makes one strike attack Reactions Foil Spell When a creature casts a spell within 120ft of her, she can use her reaction to foil the spell if it is level 6 or lower. If it is a spell of 7th level or higher she can choose to foil it, but once she has done so she cannot foil another spell of 7th or higher until she finishes a long rest. She does not need to see the caster, she can tell the location of the caster during the casting of the spell.

Vech, The Corrupted God Medium Aberration (Humanoid), Chaotic Evil Armor Class 25

25 Hit Points 964 (80d20 + 124)

964 (80d20 + 124) Speed 60ft. STR DEX CON INT WIS CHA 30 (+10) 27 (+7) 27 (+7) 30 (+10) 27 (+7) 27(+7) Condition Immunities Paralyzed, Charmed, Frightened.

Paralyzed, Charmed, Frightened. Damage Immunities Necrotic, Poison, Acid, bludgeoning piercing and slashing damage from non-magical weapons.

Necrotic, Poison, Acid, bludgeoning piercing and slashing damage from non-magical weapons. Damage Resistences Attacks from spells and magical weapons

Attacks from spells and magical weapons Damage Vunerabilities Attacks from Divinium Weapons

Attacks from Divinium Weapons Saving throws Strength +19, Dexterity +16, Intelligence +19

Strength +19, Dexterity +16, Intelligence +19 Skills Intimidation +16, Religion +19, Perception +16, Athletics +19

Intimidation +16, Religion +19, Perception +16, Athletics +19 Senses passive Perception 25

passive Perception 25 Languages All

All Challenge 30 (155,000 xp) Time Manipulation. Vech has menial control over time. He can act normally during the time stop spell. Staggering Might. When Vech hits a creature with a melee attack, the creature must succeed a DC:27 strength saving throw or be knocked back 30ft. If the creature strikes an object or another creature, they both take an additional 14 (4d6) bludgeoning damage and fall prone. Time Stop. Through heightened insight and immense power, vech has learned how to stop time as simply as a human could stop a rolling ball. He can cast Time Stop at will, requiring no components. This version of time stop only lasts for one round, it does not end if vech affects another creature, and if Vech hits a creature with a melee attack during the time stop, it is an automatic critical hit. Spellcasting. Vech can cast the following spells without material components (Save DC:24, Spell attack bonus +16.) At will: Destructive Wave (Necrotic), Blight. 1/day: Power word kill. Fear beyond death. Any corrupted creature that starts its turn at 0 hitpoints within 60ft of him uses a hit die and adds their constitution modifier to it and recovers that many hitpoints. Creatures that would die force themselves to rise out of fear of defying Vech. Legendary Actions Vech can take 5 legendary actions during combat, choosing from the list below. He can take a legendary action at the end of another creature's turn. Slam. Vech makes a slam attack. Time Stop (2 Actions). Vech stops time and takes one action during the stopped time. If his Time Stop ability is not ready, he can instead use this action to roll to recharge it. Cast Spell (3 Actions). Vech casts a spell from his At will list Actions Multiattack. Vech uses his Primal Fear ability, then makes 5 Slam attacks. Primal Fear. Living creatures fear the corruption, but Vech's power and presence make a creature's entire body shake in fear. Each creature of Vech's choice that is within 1 mile of him and aware of him must succeed on a DC 24 Wisdom saving throw or become Frightened for 1 minute. While frightened in this way, a creature is incapacitated. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Vech's Primal Fear for the next 24 hours. Stop Time (Recharge 4-6). Vech stops time for everyone but himself for one round. While time is stopped, his Multiattack action grants him 3 attacks instead of 5. Slam. Melee weapon attack. +19 to hit, reach 5ft. One target. Hit 32 (4d10+10) bludgeoning damage and the creature must succeed on a DC:24 constitution saving throw or take an additional 22 (4d10) necrotic damage. Reactions Time Skip. Vech briefly manipulates time, causing an attack that would've hit him to miss regardless of the total on the roll.

Druegar Magma Exosuit Medium construct, unaligned Armor Class 18

18 Hit Points 79 (10d10 +24)

79 (10d10 +24) Speed 8ft. STR DEX CON INT WIS CHA 19 (+4) 18 (+4) 16 (+3) 1 (-5) 1 (-5) 1 (-5) Condition Immunities All except restrained, grappled and prone

All except restrained, grappled and prone Damage Immunities Fire, psychic, thunder, Poison.

Fire, psychic, thunder, Poison. Saving Throws

Damage Resistences nonmagical Bludgeoning Piercing and Slashing

nonmagical Bludgeoning Piercing and Slashing Senses Passive Perception 5

Passive Perception 5 Languages None

None Challenge 6 (2300 XP) Operator. This construct requires an operator and cannot run without one. While in this construct, a creature gains the stats and abilities of the construct and can use them. They also have full cover against all attacks targeting them and not the suit. If the suit is reduced to 0 hitpoints, the operator is ejected. Magma Charged. When this construct is subject to fire damage, they instead take no damage and heal for an amount of damage equal to the damage dealt Superheated Metal When a creature enters a 5ft radius centered on the construct for the first time or starts its turn there it takes 5 fire damage. Creatures also take this damage if they hit the construct with a melee attack. Actions Warhammer. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 9 (1d10 + 4) plus 10 (3d6) fire damage Repair Drone Small Construct, unaligned Armor Class 15

15 Hit Points 16 (3d10)

16 (3d10) Speed 40ft. STR DEX CON INT WIS CHA 1 (-5) 22 (+6) 10 (+0) 1 (-5) 1 (-5) 1 (-5) Condition Immunities All Except Restrained and Grappled

All Except Restrained and Grappled Damage Immunities Fire, psychic, thunder, Poison

Fire, psychic, thunder, Poison Senses passive Perception 5

passive Perception 5 Languages none

none Challenge 1/2 (100 XP) Repair Drone If this creautre makes a blow torch attack against a magma construct, it automatically hits Actions Blow Torch. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 11 (1d10 + 6) fire damage

Druegar Magmabolt Medium Construct, unaligned Armor Class 16

16 Hit Points 49 (6d10 + 16)

49 (6d10 + 16) Speed 50ft. STR DEX CON INT WIS CHA 10 (+0) 22 (+6) 14 (+2) 1 (-5) 1 (-5) 1 (-5) Condition Immunities All except restrained, grappled, and prone.

All except restrained, grappled, and prone. Saving throws Dexterity +10

Dexterity +10 Damage Immunities Fire, psychic, thunder, Poison

Fire, psychic, thunder, Poison Senses passive Perception 5

passive Perception 5 Languages None

None Challenge 8 (3,900 XP) Operator. This construct requires an operator and cannot run without one. While in this construct, a creature gains the stats and abilities of the construct and can use them. They also have full cover against all attacks targeting them and not the suit. If the suit is reduced to 0 hitpoints, the operator is ejected. Magma Charged. When this construct is subject to fire damage, they instead take no damage and heal for an amount of damage equal to the damage dealt Breakneck Speed. When this creature takes the dash action, it also recieves the benefits of the dodge action until the end of its next turn Actions Multiattack. This construct makes 2 longsword attacks Longsword. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 10 (1d8 + 6) plus 10 (3d6) fire damage.

Druegar Magma-Mecha Huge Construct, unaligned Armor Class 22

22 Hit Points 210 (20d12 + 80)

210 (20d12 + 80) Speed 40ft. STR DEX CON INT WIS CHA 24 (+7) 8 (-1) 20 (+5) 1 (-5) 1 (-5) 1 (-5) Condition Immunities All Except Grappled, Restrained, and prone.

All Except Grappled, Restrained, and prone. Damage Resistences Magical and nonmagical Bludgeoning Piercing and Slashing

Magical and nonmagical Bludgeoning Piercing and Slashing Saving Throws Strength +11 Constitution +9

Strength +11 Constitution +9 Damage Immunities Fire, psychic, thunder, Poison

Fire, psychic, thunder, Poison Senses passive Perception 5

passive Perception 5 Languages None

None Challenge 16 (15,000 XP) Operator. This construct requires an operator and cannot run without one. While in this construct, a creature gains the stats and abilities of the construct and can use them. They also have full cover against all attacks targeting them and not the suit. If the suit is reduced to 0 hitpoints, the operator is ejected. Magma Charged. When this construct is subject to fire damage, they instead take no damage and heal for an amount of damage equal to the damage dealt Blazing Aura. A 10ft radius around the construct is constantly charged with magma heat. Creatures that enter this space for the first time or start their turn there must make a constitution save or take 10 (3d6) fire damage. Geothermal. Subjecting this construct to extreme cold causes its internal power to short circuit. Upon being hit with an attack that deals 20 or more cold damage, the suit must make a con save equal to half the damage taken or 10, whichever is higher, or spend its next turn doing nothing. Actions Multiattack This creature makes 3 attacks, choosing from Magma cannon and Magma hammer Magma Hammer. Melee Weapon Attack: +11 to hit, reach 10ft., one target. Hit 18 (2d10 + 7) bludgeoning damage plus 10 (3d6) fire damage Magma Cannon. Ranged Weapon Attack +8 to hit, reach 30/120ft., one target. Hit 10 (3d6) fire damage

Overgenerate Large Monstrosity, unaligned Armor Class 19

19 Hit Points 260

260 Speed 30ft fly (Hover). STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 22 (+6) 1 (-5) 14 (+2) 1 (-5) Condition Immunities Prone

Prone Saving Throws +10 Constitution

+10 Constitution Skills Perception +6, Athletics +6

Perception +6, Athletics +6 Senses Truesight 60ft, passive Perception 16

Truesight 60ft, passive Perception 16 Languages None

None Challenge 15 (904 XP) Overgenerate This creature restores 20 hitpoints at the start of each of its turns Absorption When this creature reduces a humanoid to 0 hitpoints, it can use its action to consume the body of the humanoid. Every 5 bodies it consumes, its constitution increases by 1. Shock Absorption When a creature hits this creature with an attack that deals bludgeoing damage, the creature must make a strength save (DC: 12 + con) or have their weapon get stuck in the creature. If this is an unarmed strike, the creature is restrained and must repeat the save at the start of each of its turns Actions Multiattack This creature makes 2 Overgenerate attacks Overgenerate. Melee Weapon Attack: +10 to hit, reach 10ft., one target. Hit 20 (4d6 + 6) Flurry Of Bones. (Recharge 5-6) All creatures within 10ft of the creature must make a dex save (DC: 12 + con) or take 8d6 piercing damage, half as much on a success Muscle Mass Large monstrosity, unaligned Armor Class 12 + strength score

12 + strength score Hit Points 430

430 Speed 30ft (hover) STR DEX CON INT WIS CHA 22 (+6) 8 (-1) 18 (+4) 1 (-5) 10 (+0) 1 (-5) Condition Immunities Prone

Prone Saving Throws +10 Strength

+10 Strength Skills Athletics +10

Athletics +10 Senses Truesight 60ft, passive Perception 10

Truesight 60ft, passive Perception 10 Languages none

none Challenge 15 (6696 XP) Muscle Mass This creature sprouts muscle like apendages from its round body to attack nearby enemies. If it reduces a creature to 0 hitpoints, it can use its action to consume the body. If it consumes 5 bodies, its strength increases by 1. Muscle Movement When this creature hits a creature, it can choose to hurl its self 30ft away from the target. Actions Multiattack This creature makes 3 Muscle Mass attacks Muscle Mass Melee weapon attack: +10 to gut, reach 10ft, one target, 27 (6d6+6) Bludgeoning damage Earthshatter All creatures in a 30ft radius must make a dexterity save (DC: 12 + strength) or take 6d6 bludgeoning damage and be knocked prone.

Zephyr Large Monstrosity, unaligned Armor Class 20

20 Hit Points 230

230 Speed 20ft, 180ft fly. STR DEX CON INT WIS CHA 15 (+2) 22 (+6) 14 (+2) 10 (+0) 15 (+2) 18 (+4) Condition Immunities Prone, Restained, Stunned, Poisoned

Prone, Restained, Stunned, Poisoned Senses passive Perception 12

passive Perception 12 Damage Resistences. Bludgeoning, Piercing, and Slashing.

Bludgeoning, Piercing, and Slashing. Languages Common

Common Challenge 15 (3267 XP) Zeypyr. Ranged attack rolls agains this creature have disadvantage. Whirling Armor Zephyr will suck debris from destroyed buildings, wildlife, and anything else it can manage to form a protective shell around its self. When it starts its turn within 20ft of lose debris, such as a collapsed tree or wall, it will pull the object into its form. Each object increases zephyr's AC by 1. Actions Multiattack. Zephyr makes 3 slam attacks or 2 throw debris attacks. Slam. Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit 16 (3d6 + 6) Throw Debris. Melee Weapon Attack: +12 to hit, reach 60ft., one target. Hit 5 (4d12 + 6). Zephyr loses one of the debris inside of its self as a result of this attack. Whirlwind (Recharge 5-6). Zephyr creates a 30ft radius cyclone of wind in a space he can see within 120ft of him. creatures in the area when the cyclone appears must make a strength saving throw or take 4d10 bludgeoning damage, plus an additional 4d12 bludgeoning damage if the whirlwind includes significant debris, such as trees or rocks. On a failed save the creature is then flung 30ft in a random direction. If it strikes an object the creature takes an additional 3d10 bludgeoning damage.

Ancient Red Shadow Dragon Gargantuan Dragon, chaotic evil Armor Class 22

22 Hit Points 546(1d4 + 5)

546(1d4 + 5) Speed 40ft, 40ft climb, 80ft fly. STR DEX CON INT WIS CHA 30 (+10) 10 (+0) 29 (+9) 18 (+4) 15 (+2) 23 (+6) Saving Throws dex +7, con +16, wis +9, cha +13.

dex +7, con +16, wis +9, cha +13. Damage Resistences Necrotic

Necrotic Damage immunities Fire

Fire Skills Perception +16, Stealth +14

Perception +16, Stealth +14 Senses Blindsight 60ft, Darkvision 120ft, passive Perception 26

Blindsight 60ft, Darkvision 120ft, passive Perception 26 Languages Common, Draconic Living Shadow. While in dim light or darkness, the dragon has resistence to all damage that isnt force, radiant, or necrotic. Shadow Stealth. While in dim light or darkness, the dragon can take the hide action as a bonus action. Sunlight Sensitivity. While in sunlight, the dragon has disadvantage on attack rolls and wisdom (perception) checks that rely on sight. Actions Multiattack. The dragon can use its frightful presence, then makes 3 attacks, one with its bite and two with its claws. Frightful presence Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Bite. Melee Weapon Attack: +17 to hit, reach 15ft., one target. Hit 21 (2d10 + 10) piercing damage plus 14 (4d6) necrotic damage Claw. Melee Weapon Attack: +17 to hit, reach 10ft., one target. Hit 17 (2d6 + 10) slashing damage Darkfire Breath. The dragon exhales dark fire in a 90ft cone. Creatures in that cone must succeed a DC 24 Dexterity saving throw or take 45 (13d6) fire damage and 45 (13d6) necrotic damage. A humanoid killed by this breath attack rises as a shadow under your control.

Brussel The Traitor Medium Humanoid (Sayian), neutral evil Armor Class 23

23 Hit Points 364

364 Speed 40ft. STR DEX CON INT WIS CHA 24 (+7) 22 (+6) 22 (+6) 18 (+4) 14 (+2) 14 (+2) Condition Immunities Poisoned

Poisoned Skills Athletics +19, Religion +10, Insight +8, Perception +8

Athletics +19, Religion +10, Insight +8, Perception +8 Senses passive Perception 18

passive Perception 18 Languages Common, Deep speech

Common, Deep speech Challenge Corrupted Blessing. At the start of brussel's turn he chooses one benefit to gain from the corruption festering inside his body. This benefit lasts until the start of his next turn, at which point he can choose the same benefit or a different one Speed Brussel's speed is doubled Power Brussel gains a +5 to damage rolls Accuracy Brussel gains a +5 to attack rolls Resistence Brussel's armor class increases to 26 Resilience Brussel gains a +5 to saving throws Actions Multiattack. Brussel makes 5 fist attacks, or uses his haymaker and makes 2 fist attacks. Fist. Melee Weapon Attack: +13 to hit, reach 5ft., one target. Hit 18 (2d10 + 7) Haymaker (Recharge 5-6). Brussel focuses the corruption in his body into his arm and unleashes a devastating punch. Melee Weapon attack: +15 to hit, reach 5ft, one target. Hit 73 (6d10 + 40) bludegoning damage and the target must make a DC:23 strength saving throw or be knocked back 60ft and knocked prone.

Brussel Medium Humanoid (Sayian), neutral evil Armor Class 25

25 Hit Points 640

640 Speed 45ft. STR DEX CON INT WIS CHA 30 (+10) 30 (+10) 30 (+10) 18 (+4) 14 (+2) 24 (+7) Condition Immunities Poisoned

Poisoned Damage Resistences Fire, Cold

Fire, Cold Skills Athletics +26, Religion +12, Insight +10, Perception +10

Athletics +26, Religion +12, Insight +10, Perception +10 Senses passive Perception 20

passive Perception 20 Languages Common, Deep speech

Common, Deep speech Challenge 8 (7673 XP) Corrupted Blessing. At the start of brussel's turn he chooses one benefit to gain from the corruption festering inside his body. This benefit lasts until the start of his next turn, at which point he can choose the same benefit or a different one Speed Brussel's speed is tripled Power Brussel gains a +7 to damage rolls Accuracy Brussel gains a +7 to attack rolls Resistence Brussel's armor class increases to 28 Resilience Brussel gains a +7 to saving throws Muscle Mass Brussel can increase his strength by 1, in turn decreasing his dexterity by 2. Overgenerate. Brussel regenerates 20 hitpoints at the start of his turn. This regeneration fails if the creature takes fire, acid, or radiant damage. Zephyr. This creature constantly emits a strong wind around it. Ranged weapon attacks have disadvantage against it. Actions Multiattack. Brussel makes 3 fiery fist attacks and 3 icy fist attacks, or uses his haymaker and makes one of each Fiery Fist. Melee weapon attack: +18 to hit, reach 5ft. One target. Hit 21 (2d10 + 10) plus 7 (2d6) fire damage. Icy Fist. Melee weapon attack: +18 to hit, reach 5ft. One target. Hit 21 (2d10 + 10) plus 7 (2d6) cold damage. Haymaker (Recharge 5-6). Melee weapon attack: +21 to hit, reach 5ft. One target. Hit 84 (8d10 + 40) plus 7 (2d6) fire damage and 7 (2d6) cold damage. The target must make a DC:25 strength save or be knocked back 60ft and knocked prone. Frozenfire Whirlwind brussel creates a whirlwind of ice and flame in a space he can see within 120ft of him. Creatures within 30ft of the whirlwind must make a DC:23 dexterity saving throw or take 11 (2d10) bludgeoning damage, 11 (2d10) fire damage and 11 (2d10) cold damage. On a failed save a creature is sucked into the whirlwind and is restrained, a restrained creature can attempt a DC:23 athletics check to free themselves. The whirlwind lasts for one minute, and brussel can use his action to move it up to 30ft.

Brussel, The corrupted monster Large Abberation, Chaotic evil Armor Class 25

25 Hit Points 844

844 Speed 50ft. STR DEX CON INT WIS CHA 40 (+15) 10 (+0) 40 (+15) 5 (-3) 15 (+2) 5 (-3) Condition Immunities Poisoned, Petrified, Paralyzed, Stunned

Poisoned, Petrified, Paralyzed, Stunned Damage immunities Fire, Cold, Necrotic, Poison, Acid.

Fire, Cold, Necrotic, Poison, Acid. Senses passive Perception 12

passive Perception 12 Languages Deep

Deep Challenge 10 (5761 XP) Corrupted Blessing. At the start of brussel's turn he chooses one benefit to gain from the corruption festering inside his body. This benefit lasts until the start of his next turn, at which point he can choose the same benefit or a different one Speed Brussel's speed is quadrupled Power Brussel gains a +10 to damage rolls Accuracy Brussel gains a +10 to attack rolls Resistence Brussel's armor class increases to 30 Resilience Brussel gains a +10 to saving throws Queen's Guidence. As long as brussel can see Regina Infectus, he has advantage on attack rolls. If he cannot see her, his attack rolls and saving throws have disadvantage Earthshatter. When brussel hits a target with a melee attack, he causes the ground to break apart around them. Creatures within 30ft of the target must make a DC:28 dexterity saving throw or be knocked prone. Actions Multiattack. Brussel makes 3 fist attacks, or uses his haymaker Fist. Melee Weapon Attack: +24 to hit, reach 5ft., one target. Hit 43 (5d10 + 15) bludgeoning damage Haymaker. Melee Weapon Attack: +30 to hit, reach 5ft., one target. Hit 132 (15d10 + 50)

Librarian Medium Demon, Lawful Evil Armor Class 25

25 Hit Points 300

300 Speed 60ft. STR DEX CON INT WIS CHA 10 (+0) 25 (+7) 10 (+0) 30 (+10) 30 (+10) 30 (+10) Condition Immunities All

All Damage Immunities Bludgeoning piercing and slashing damage.

Bludgeoning piercing and slashing damage. Damage Resistences All Except radiant

All Except radiant Senses passive Perception 25

passive Perception 25 Languages All

All Challenge 21 (25700 XP) Librarian. These Demons only inhabit the forgotten library, the domain of Kalvaskaar. They will not bother players so long as they abide by the rules of the library. If a player breaks the rules, the librarian will immediately use its "Banish" ability to send the player out of the library. If they ever return, the player will be attacked on sight. Banish. When a player breaks the rules of the library, this creature will use its reaction to send them back to their native plane. Avid Readers If a librarian is killed, they will randomly drop one of the manuals for Intelligence, wisdom, or charisma. Actions Mind Crush. Ranged Weapon Attack: Automatic Hit, reach 60ft., one target. 36 (4d12 + 10)

The Forgotten Library This Dungeon is the realm of the demon lord Kalvaskaar. He is the Demon lord of secrets and tomes, and has been keeping records of the world since the dawn of creation. Under normal circumstances, he allows no one but himself to traverse the halls of his library, but is known to occasionally allow mortals when it serves to further his whims. Kalvaskaar takes the form of a purple skinned humanoid with dark shaded thick rimmed glasses. His right arm ends in a book whose pages seem to be endless and his left arm ends in a point that seems to drip with blood. In order to summon this demon lord, one must place a book about him on a desk in a formal office, set a chair accross from the desk, and wait for one week without leaving the chair. After one week has passed, the book on the desk will begin to tear apart as the papers in the book whirl around the room before coming together and forming a humanoid shape before disappearing to reveal the demon lord. He has short paitence and will not stand for bargaining, swindling, or any other form of convincing. Mortals who contact him are expected to do so with their question/s in mind, and to ask them promptly. If the question is something he will not willingly part with, he may ask for a sacrifice from the mortal, ranging from body parts to secrets of their own. Once a transaction has been completed, he will leave, taking his payment with him, and the book he was summoned with will burst into flames. The Library is contained within a pocket dimension that only Kalvaskaar can access. He can give mortals documents that allow them temporary access to the library, but does so rarely. The library is a large, renaissance style library that appears to float on a chunk of earth floating in a sea of stars. The library will share its knowledge with any who enter, but they must first prove themselves to be worthy of its secrets. The first floor of the library is a labyrinth of bookshelves. These book cases are filled with tomes dating as far back as 3000 years before the players lifetimes. In order to traverse the labyrinth, the players must succeed a DC:20 Intelligence check. On a success, they make it one fourth of the way through the library. On a failure, they lose one fourth of their progress. Each time a player makes a check, roll a D20. On a 1-5, they encounter a Librarian. Librarians walk the shelves. Each time a player is caught by the librarian, it will ask them a question. The question will start out easy, requiring a DC:10 history check. This DC increases by 5 each time the players are caught as the questions become more and more difficult. On a failed check, the players are teleported back to the beginning of the library, at which point the DC for the librarians questions resets to 10. After 3 failures, the librarians will banish the players from the library. If a player attacks or otherwise acts aggressively to a Librarian, they will use their banish ability on them. The second floor of the library is riddled with traps and enemies that will test the players skills and wits. The traps range from harmless, to dangerous, to deadly, and the enemies are randomly chosen based on past player experiences. For example, if a character was nearly killed by a gorgon, the library may send a pack of gorgons to attack the players. If the players are defeated in this area, they are transported back to the beginning of the library with all of their injuries healed unless they were killed outright. After failing in this area for the 3rd time, they are banished from the library. Traps Various traps riddle the second floor. While rolling for encounters on the second floor, use 1-4 to represent a trap encounter and a 17-20 to represent a monster encounter. Some example traps are as follows, but similar to the monsters, the library may use traps that have threatened the players in the past. Do not go Gentle (Barbarian Trap) As the players traverse the second floor, they will come across a golden Brazier with a bright blue flame burning inside. As soon as the players walk near it the rest of the light in the area will snuff out. Players who have dark vision cannot see past the darkness of the braizer and exiting the light causes the players to take 2d8 necrotic damage each second they are outside of it. The flame starts at a 20ft radius of bright light, 20ft of dim. As the light begins to close in the players will see the phrase "Do not go gentle into that good night. rage, rage, against the dying of the light" engraved into the braizer. In order to stop the trap from closing in and killing the players, the barbairan must use a rage and hit the braizer with an attack while enraged. At which point the light in the hallway is restored and the braizer returns to its bright blue hue. The Road Not Taken The players will come to a crossroads in the area which leads to the left or right. In the center of the T is a plaque that reads "The Road Not Taken". A player who makes a DC:10 survival check will see the path to the right shows the footprints of prior adventures that went that direction, while the one to the left will show no signs of wear and ominous noises seem to fill the hallway. Following the right path will end in the players being chased by a boulder which will end in a pitfall, requiring a DC:15 perception check or a passive perception of 15 to see, and a DC:15 acrobatics check to jump over the pitfall. On a failure, a player falls into the hole and is crushed by the rock, killing them. The left path is completely safe and will lead the players by a chest that contains 1d4x50 gold pieces and one magic item from table B.

Still, I rise The players will be walking down a corridor when suddenly they begin to sink into the floor. They are sinking at a rate that will submurge them in one minute. A character one or more of the players has wronged will appear in front of them, shouting curses at them as they sink. A plaque to the right of the corridor reads the poem "Still I Rise". In order to escape the trap, the players must deflect the criticisms and curses of the NPC while also acting sarcastic and snobby. A character can make a DC:20 charisma check, and on a success the floor will push them back up and the NPC will vanish. Where the Sidewalk Ends The players will be walking down a corridor before coming to a dead end. As they do, a massive slab of stone will fall in behind them, blocking their path. On the wall in front of them reads the poem, "where the sidewalk ends". The slab of stone will quickly begin to push towards them, threatening to crush them in one minute since it dropped. In order to escape, players must attack the wall with the plaque on it until it breaks, revealing that the path continues. The wall has 100 hitpoints and players who make a DC:20 Perception check while listening through the wall will hear a wind blowing on the other side. As soon as the wall is broken down, the slab of stone will return to the ceiling. The Tell-tale Heart The players enter into a room full of furnishing with a hardwood floor. Both doors to the room will slam and lock shut. The players will then hear a slow, steady heartbeat. The players have one minute to find the heart with a DC:25 investigation check or suffer permanent madness. Big Brother The players will be continually stalked by a cyclops wizard as they traverse the area. As soon as they enter the area, they must succeed DC:20 wisdom saving throws or be scryed by the cyclops. They will find random magic mouths that "warn" them of things to come, or it might lie about the nature of an upcoming trap or encounter to kill the players. The mouths will also make comments on their progress, or mock them for their incompotence. If the players ask the mouths who is controling them, they will respond "Big brother is watching" Pen or Sword? The players will be walking through an area when suddenly their weapons will be yanked from their hands by an unseen force. The players must succeed a DC:15 dex save and a DC:15 strength save in order to keep their weapons. On a failed save, their weapon will be taken and placed randomly on the second floor of the library. The player's weapon will be replaced with an ink pen that has the stats of a +1 dagger. When they find their weapon, the pen dissappears. Nevermore! A crow will stalk the players through the dungeon, sticking to the shadows and avoiding the players, while constantly crowing at them. As long as the crow is alive, the players have disadvantage on ability checks, saving throws, and attack rolls. The crow uses the falcon statblock, but has an intelligence and dexterity of 18.