Documenti di Didattica
Documenti di Professioni
Documenti di Cultura
Adventure Background
Fifty years ago, Hisari’s nightmare speakers,
yuan-ti warlocks who honor Dendar the
Night Serpent, dreamt up a dangerous and
sickening experiment to reach new heights in
their journey toward power and physical
perfection. They captured a creature fearsome
despite its non-serpentine form, a beholder
from whose dreams sprung forth living
nightmares in new beholder forms. The
nightmare speakers hypothesized that a
superior breed of yuan-ti could be produced
by torturing a beholder, who believes its own
form to be perfection, with yuan-ti toxins, and
they began secret experiments at the top of
the Hisari temple. Visited by the prophetic,
nightmarish visions of Dendar, what sort of
being could a beholder create?
What emerged from the beholder’s mind
was a terror beyond the nightmare speakers’
worst nightmare. A writhing ball of a million
snakes and blinking eyes. Stalks of dancing
1
cobras with beholder eyes in their mouths. A to hear. With the weretiger’s help, the yuan-ti
tormented creature with a yuan-ti’s cunning, a wait to lure adventurers below Hisari. The last
beholder’s madness and the selfish sense of ingredient they need…
superiority of both. This new beholder –
Snake Eyes – was beholden to neither of its About the Yuan-Ti
creators the nightmare speakers were
The yuan-ti are an ancient empire of humans
disappointed to discover as the destruction
who underwent profane, cannibalistic rituals
began. Few of the malison warlocks survived
to transform themselves into serpent
as the freshly born Snake Eyes disintegrated
creatures. With individuals all different mixes
the temple walls in its first moments. With
of human and snake features, yuan-ti society
terrifying ease, it decimated the beholder
follows a strict caste system based on “levels
captive, before descending down the temple
of snakiness,” but all yuan-ti share a deceitful,
pyramid in a manic and malicious fury that
emotionless nature. Obsessed with achieving
left a trail of blood. The ruin of Hisari and
physical perfection, the yuan-ti constantly
potential extinction of the yuan-ti before
undergo rituals and experiments to climb the
them, the remaining malison warlocks called
ladder of transformation.
unto their gods to contain the beast. The gods
The yuan-ti worship three gods, among
answered.
other serpent deities. Followers of Dendar the
As Snake Eyes reached the base of the
Night Serpent – called nightmare speakers –
temple, the earth began to shake and tremble.
honor her through acts of terror and torture;
The yuan-ti and cultists of Hisari flooded its
they receive horrible nightmares from Dendar
golden streets and fled into the surrounding
which they interpret as visions. Followers of
jungles as the ground opened up and the earth
Merrshaulk – called pit masters – honor him
swallowed the city and its dread experiment
through ritual murders that they believe will
never to be repeated. Snake Eyes, the temple
wake their dormant god. Followers of Sseth –
of Hisari and the surviving yuan-ti within,
called mind whisperers – believe their god to
tumbled into the depths. Above ground, the
be an alternate savior to Merrshaulk and are
gods’ last gift is a ward that shields the ruins
known for being sneaky, two-faced and
and warns all yuan-ti never to return.
underhanded even among yuan-ti. All of these
A half century later, the jungle has
factions appear in this adventure.
overtaken what remains of a once mighty
More about the yuan-ti and the malison
civilization. Vines and creeping flowers engulf
warlocks that follow Dendar, Merrshaulk and
the ruins of Hisari. A lone weretiger is the
Sseth can be found in Volo’s Guide to Monsters.
first to discover an abyss amidst the rubble
and the temple within. Climbing deeper and About Beholders
deeper down, he hits the edge of the ward
that repels yuan-ti at the surface and meets the Gracing the cover of the Monster Manual itself,
Voice Behind the Curtain. The Voice tells him beholders need no introduction. They are
that the yuan-ti survive below, despite the aggressive, hateful, greedy and arrogant, with
monster who continues to stalk them. The each beholder believing itself to be the most
Voice tells him the yuan-ti have discovered a perfect and powerful creature. Beholders
means to escape their dread prison. The Voice produce others of their own kind through
tells him whatever a lonely, sad creature wants their dreams. When beholders dream of
2
beholders, a new fully formed beholder Whispers in Omu. The yuan-ti of Omu
springs forth as if out of thin air in a nearby are expatriates of Hisari, a brood that
space. More information about beholders and relocated when their home city was destroyed.
their variants can be found in Volo’s Guide to Characters who have adventured to this
Monsters. forbidden city in Tomb of Annihilation might
have heard rumors of Hisari’s sudden
Adventure Overview downfall, from the yuan-ti or other explorers
The adventure is broken up into three parts: in Omu. Something truly dangerous must
Part 1. Characters explore the crumbled reside in the ruins if the yuan-ti fled.
remains of Hisari’s surface, encountering Tales from Carter Tuttletomb’s Map
plant monsters amidst the overgrowth, jungle Library. Hidden in a small, dark side street of
beasts who have moved in and even treasure Port Nyanzaru’s market district is a map shop
left behind. They stumble on a vegepygmy filled with dusty shelves of foreign coins,
colony and its “fight club” and face the stone-carved buttons, jars of grung toes and
vegepygmies’ unwelcome new neighbors – a other curios that belong to archaeologist
pair of girallons. Carter Tuttletomb. Once a hardened
Part 2. Characters descend into the adventurer himself, this now wizened gnome
caverns below Hisari and discover the city’s was forced into retirement when an encounter
sunken temple and its weretiger inhabitant. with a cursed artifact left him with an extreme
The characters face challenges of strength, fear of rain – quite a problem when stranded
agility and cunning as they continue the climb in Chult’s wet climate! He has since spent the
into the depths. Unbeknownst to the past decades sequestered in his shop where he
characters, these are tests of their skills and remembers his adventures fondly by drawing
preparation for a ritual to transform them into map after map. Do the adventurers seek gold
yuan-ti if they are indeed the adventurers the or glory? Tuttletomb can provide the rare
yuan-ti seek. visitor with maps of Chult and enthusiastic
Part 3. To regain their humanity and tales of its fascinating ruins from Hisari to
escape Hisari, the characters must assist the Ishau to Mezro and beyond.
surviving nightmare speakers with a ritual to Tuttletomb also is featured in Ruins of
turn them all into humanoids but first they Mezro, a Guild Adept adventure site by Will
must traverse the cave systems below and all Doyle available on www.dmsguild.com.
its dangers. Upon completing the ritual and
returning to their old selves (and character
sheets), the characters battle Snake Eyes and
his mind whisperer minions.
Adventure Hooks
Meant as an expansion for characters who
have completed Tomb of Annihilation, the
adventure assumes characters are exploring
the jungles of Chult and drops them off right
at the borders of Hisari.
3
the ward to stress its power and validity. For
Part 1: First Rule is example, characters must succeed on a DC 20
Wisdom saving throw or take 55 (10d10)
Don’t Spore About psychic damage and fall prone inside the
ward, taking half as much damage on a
Fight Club success.
Characters begin the adventure exploring the
remains of Hisari’s surface. Crumbled Dreams
buildings overgrown by vines and moss hide Born of nightmares, the dreams and
jungle beasts, plant creatures and stories and memories of Snakes Eyes are a fearsome force
treasures left behind by yuan-ti. After even at the surface of Hisari. Any creatures
encountering a colony of vegepygmies and that sleep or fall unconscious within the
being invited to join their fight club – and face borders of Hisari are visited by visions
a pair of girallons encroaching on vegepygmy broadcast from Snake Eyes’ powerful mind.
turf – the characters find the entrance to Similarly, divination magic is disrupted by
Hisari’s sunken temple. these dreams. The visions are from Snake
Eyes’ point of view, never revealing the
Getting to Hisari creature itself but providing clues to Hisari’s
If characters have played Tomb of Annihilation, then the destruction. Feel free to dream up your own
dangers of traversing the jungle are well known to
them. Appendix 2 offers rules for an alternate route visions on behalf of Snake Eyes, or use the
table below.
mind the splash zone.
Exploring Hisari
The ruined yuan-ti city stands in the jungle at
the foot of the Crown, a fuming volcano that
marks the western end of the Sky Lizard
Mountains of Chult.
Antipathy Ward
A powerful ward similar to that of an
antipathy/sympathy spell prevents yuan-ti from
entering the city. Any yuan-ti that come
within 60 feet of Hisari become frightened
and must move away from the city until it is
no longer within sight.
The ward similarly affects characters of the
yuan-ti pureblood race. It is up to your
discretion whether yuan-ti pureblood
characters can play this adventure. If so, there
should be extreme consequences for entering Snake Eyes’ Dreams
4
Snake Eyes’ Dreams 5 You glide through a dark tunnel.
d8 Vision You reach a wall, and the earth parts
1 You see a beholder wrapped and before you.
chained in a metal apparatus. As you 6 You are surrounded by chanting
watch, the beholder’s flesh begins to women with snakes’ tails in place of
melt from its bones. legs. They charge at you and then
2 You glide down golden steps, yuan- leap away as one of them is blown
ti running and slithering away as you back and explodes into dust.
approach. One stops, stunned in 7 Men with snakes’ heads kneel
place, before you. Its skin wrinkles before you.
and ages before sloughing off as the 8 You are in a dark cavern. Men with
body crumbles. writhing snakes in place of arms
3 You feel slithering bodies all over jump from the shadows and fall to
you, moving, writhing, twisting on the ground as stone statues amidst
each other and around you. the rubble.
4 You are falling, falling, falling, the
sky above a distant speck of light
slowly winking out.
1
2
4
7
3
6
5
5
The Adventure With a successful DC 15 Wisdom
Begins… (Perception) or Intelligence (Investigation)
check, characters exploring the ruins also
As the characters approach the ruins, read the spot:
following:
• Large footprints of some kind of beast
The jungle parts and gives way to a disturb the bed of roots and moss.
large clearing covered in moss and • Scattered across the ruins and focused
vines, the uneven ground below your around Area 5 are circles of rocks
feet a bed of twisted roots and ash. deliberately placed. The ground is worn
Hulking structures, crumbling with inside these circles. See Area 6 for more
weather and age, rise from the earth details.
engulfed in greenery. The only hint
1. Nasty Plants
mighty buildings is the occasional
gleam of tarnished gold bricks spotted Sunshine yellow flowers striped with
between the leaves. The ground gently purple streaks dot the vines that
slopes toward a crater in the center of engulf this building and block any
the ruined buildings. windows or doors.
6
The building is surrounded by five yellow pink veins. They give off a faint
musk creepers that will attack any creatures perfume of sweet vanilla.
attempting to enter the building.
The building once housed yuan-ti cultists The building once housed a public bath for
and is filled with the remains of a shared yuan-ti cultists. Inside is a pool filled with
bedroom. Furniture knocked around the water green with algae and a tiled mosaic floor
room gives a clue to the panicked nature in that displays different forms of yuan-ti and
which these chambers were abandoned. combinations of snake and humanoid in the
Treasure. Characters can find under one yuan-ti hierarchy. This culminates in the
of the beds a humanoid doll with a snake’s image of an anathema, an abomination with
head and a golden lockbox worth 200gp. The clawed hands and six snake heads.
box can be opened with successful DC 13
Dexterity check with thieves’ tools and 4. Kamadan Cave
contains 600gp and a marbled pink and green
sphere that is an Ioun Stone of Leadership. A quarter of this building has
crumbled to form a cave-like opening
2. Loud Plants surrounded by brambles.
The door to this building has fallen off its A pair of kamadans rest here. They hide
hinges and the inside is accessible through a behind the brambles and attempt to surprise
curtain of vines. the characters if they hear their approach (for
instance, if the characters set off the shriekers)
Hazy beams of soft sunlight speckle
and if the characters attempt to enter their
the room through crumbled holes in
lair.
the golden domed ceiling. Patches of
Treasure. Hidden in the kamadans’ lair is
dense green moss cover the floor.
a small horde of trinkets, which include a
The ground is covered three patches of whip that has been rolled into a ball and that
shrieker moss, which will shriek loudly if a has a clenched humanoid hand still attached, a
creature is inside the building. headless mouse and various small golden
The building once housed an altar at which trinkets and gems worth 200 gp.
yuan-ti cultists worshiped. Stains from blood
sacrifices still coat the floor in rusty patches
5. This is Vegepygmy Turf
underneath the moss.
Treasure. If the moss is removed, an A magnificent moss-covered tree
unlocked wooden box can be found that grows atop this building, its roots
contains a potion of greater healing and a piercing the ceiling and weaving
potion of poison. through the walls to expose the
golden bricks underneath the flora.
3. Actually Pleasant Plants Hundreds of vegepygmies and a dozen
vegepygmy chiefs reside inside this building.
This building is covered in a cascade
The mold folk initially look like a bed of
of white orchids striped with magenta
fungus but become apparent as they begin to
7
move and turn their faces toward the Gnarled tree roots line the floor of this
characters. crater and lead toward the center
The vegepygmies are excited the characters
are here and will approach cautiously but peeks out from a hole in the ground.
curiously, attempting to communicate first A curtain of vines circles this hole and
through puffs of spores and body tapping and descends into the darkness below.
then rudimentary charades.
The vegepygmies have been having trouble This is the entrance to the sunken Hisari
with a pair of girallons who recently moved temple.
into the nearby jungle (see Area 6 for more
details), and the characters might just be the
solution to their problems. They will invite
the characters to their fight circles.
6. Fight Circles
Each circle has six vegepygmies wrestling
and competing to become chiefs worthy of
facing the girallons. If characters are stealthy,
they might catch the fight club in action;
otherwise, the vegepygmies hide in the grass
or retreat to Area 5. If characters sneak up on
the vegepygmies, one will try to fetch the rest
of their clan while the rest interact with the
characters as described in Area 5.
Once all the vegepygmies are assembled,
the chiefs will try to impress the characters
with their own feats of strength (picking up a
large pebble, picking up another vegepygmy
while he has picked up a large pebble,
snapping a twig over his knee) as the crowd
claps and beats their chests. If the characters
do not reciprocate, the vegepygmies act
disappointed.
If they do reciprocate, the vegepygmies
begin to jump in unison, creating a steady
rhythmic beat that summons two angry
girallons.
7. Crater
The ground of Hisari gently slopes toward a
crater in the center of the ruined city. Girallon
8
Part 2: The Voice
Behind the Curtain
Descending below Hisari’s surface, characters
meet a lonely weretiger eager for company
before exploring the true depths of the city’s
sunken temple. At each level, which each
housed different members of yuan-ti
hierarchy at Hisari’s height, the characters face
challenges of strength, agility and cunning to
test their skills and secretly prepare them for a
yuan-ti ritual.
9
been blasted through one of the walls and
jagged rock can be seen beyond. The
Bedholder following items can be found here:
• The shelves are lined with dust-covered
books written in yuan-ti, draconic, abyssal
and common among other languages.
Although many of the pages are rotting, the
library seems to be dedicated to the study
and interpretation of dreams.
• With a successful DC 15 Intelligence
• Solum has no intentions to reveal this (Investigation) check, characters find several
information. books about beholders
• Solum makes it clear he means the • The desk drawers contain notes written in
characters no harm and is surprised others abyssal and a golden ring shaped like a
have ventured into the abandoned city. snake eating its own tail. The notes read as a
• Solum will offer the characters food and dream journal (from the beholder
drink from his “meager supply.” In truth, he experiment), and the ring is planted by
will feed them food tainted with traces of Solum at the yuan-ti’s request.
yuan-ti venom, set aside for this purpose. • With a successful DC 15 Intelligence
• Solum will ask characters about their (Investigation) check, characters find a
adventures thus far. In truth, he is secret compartment within the top desk
evaluating whether they are the skilled drawer. Inside are two scrolls and a golden
explorers he seeks. cylinder with a stopper on one end. Inside
• If asked what he is doing here, Solum will the cylinder is a sheet of parchment with a
share that he has always been an outcast and diagram of an unusual helmet drawn on it.
set out on his own. He will lie and say he The helmet has many mechanical arms,
has not encountered any other creatures some ending in needle points, some
except the vegepygmies and plants above. attached to vials and flasks.
• Solum has tried exploring the temple • With a successful DC 17 Intelligence
further, but the levels below have crumbled. (Investigation) check, made with advantage
With company to explore, however, it might if characters discovered the helmet diagram,
be worth the dangerous climb, he will metal scraps and shards can be found in the
suggest with excitement. He will say rubble Solum has pushed to one side of the
anything he needs to say to encourage the room.
characters to continue exploring. Treasure. The secret desk compartment
• If characters become suspicious, Solum is also holds spell scrolls of detect thoughts and
willing to reveal his weretiger nature as a red hypnotic pattern. The gold snake ring is worth 50
herring. gp.
2
1
Cloaker
12
13
Cultist Level
The characters face a test of cunning.
15
6
4
3
10
5
2
11
9
7
8
12
16
Part 3: Blood,
Laughter and Tears
To return to their humanoid forms and
escape Hisari, the characters need the
nightmare speakers, and the nightmare
speakers need them. Would-be enemies work
together to traverse dangerous caverns full of
warring yuan-ti factions and underdark
creatures before they can perform a ritual
harnessed by the characters’ emotions.
1. The Curtain
Just past the black curtain is a
perfectly round and smooth tunnel lit
by a dim red glow of the room
beyond. As you cross the curtain,
distant screams of pain and terror
echo from afar.
2. Many Paths
This large cavern is lit by a hellish red
glow from the stream of magma that
flows across and divides the room.
17
Seven tunnels branch off the room in tunnel to escape Snake Eyes as the stone
all directions. consumes the rest of his body. He has
nothing but disdain for Sitlali and the
As characters cross the stream of lava, molten nightmare speakers and says the creature will
rock flairs. Characters must make a DC 15 come for them next.
Dexterity saving throw or take 14 (4d6) fire
damage or half as much on a success. 6. Lair of the Pit Masters
3. Empty Nest The stench of rot is overwhelming as
Sitlali advises against exploring this area, you enter this cave. Near the center of
which she knows is a recent lair of Snake Eyes this room, a large pit is filled with
and his followers. writhing snakes that feed on the limp
lifeless yuan-ti whose arms are
A giant nest woven from a tangle of chained overhead, wrists red with
translucent milky white strands fills struggle, bodies draped over the edge
this room. of the pit.
Investigation of this nest reveals it is made Three yuan-ti pit masters stand at high alert
from hundreds of shed snake skins. A having just been attacked by Snake Eyes. They
successful DC 13 Intelligence (Investigation) are convinced the only way to escape Snake
check reveals that the pits in this room are Eyes is to appeal to their god Merrshaulk, the
surrounded by fresh dirt and are newer than Master of the Pit, with many ritual murders.
those in other rooms. They will try to capture the characters alive, so
they can chain them to the pit as sacrifices.
4. Frozen Warriors Treasure. A gold ritual bowl intricately
carved with winding snakes (worth 300gp) can
As you round the corner of this rough be found filled with blood.
tunnel, you are confronted by a grey-
skinned yuan-ti warrior with snakes 7. No Littering!
where his arms should be. The
Charred bones and bodies are piled
bared, ready to bite. on either side of the lava that flows
through this room. Suddenly, a
The yuan-ti pit master actually has been blackened skull is tossed out of the
turned to a stone. Behind him, the lava casts stream and rolls at your feet.
shadows of other snake-armed figured
running mid-stride and yet unmoving. Statues The pit masters have been tossing the remains
of fleeing pit masters fill this tunnel, the of their sacrifices into this lava flow after their
remains of a confrontation with Snake Eyes. snakes have drained the blood. Two
salamanders are clearing the lava flow of this
5. The Half-Stone Man “litter”.
When they notice the characters, the
One of the yuan-ti pit master warriors has salamanders, unable to communicate verbally
turned half to stone and is crawling down this
18
unless characters speak Ignan, will gesture 9. Unstable Ground
wildly to express that they do not appreciate
the pollution in their home. If the characters As characters cross this pit-riddled tunnel, the
do not understand, the salamanders will ground gives way underneath them forming a
become frustrated, possibly attacking. 10-foot diameter hole. Characters must
Characters can sway the salamanders to peace success on a DC 15 Dexterity saving throw or
with a successful DC 13 Charisma fall 20 feet and take 7 (2d6) bludgeoning
(Persuasion) check or Charisma damage. On a success, the characters are able
(Performance) check if charades are involved. to jump to the side and avoid the fall.
The check is made with advantage if the
characters help fish bodies out of the lava. 10. Just a Stalagmite
Treasure. Happy salamanders will give
disappear into the lava momentarily and Glittering geodes sparkle in this dark
return with a sword forged from glistening corner, encrusting the walls
obsidian, which they will offer as a gift. This stalagmites that jut from the ground.
sword acts as a flame tongue.
A roper hides in this corner and will attack if
8. Ruby Walls someone disrupts the gems.
Treasure. The rough gem geodes are
The walls of this small cave sparkle with ruby
worth 500gp.
geodes made redder by the glow of lava.
Treasure. A successful DC 15 Wisdom 11. Phoenix Blessing
(Survival) check harvests the geodes in larger
chunks worth 1,000 gp. Otherwise, the geodes If asked about this cave, Sitlali explains that
can be harvested in smaller broken chunks there is nothing of interest – “just some bird.”
worth half as much.
The image of a bird wreathed in
feathery flame flits about this pool of
Roper lava as if soaring across a red sky. As
you near, the bird stops and stares at
you, and you are overwhelmed by
feelings that wash over you in waves:
surprise, betrayal, resolution,
gratitude.
Aftermath
If the characters escape and/or defeat Snake
Eyes, the surviving former nightmare speakers
run with them. Some of them, having
experienced terror, happiness and other
emotions for the first time, are ready to begin
life anew in their humanoid forms. Others will
seek out their yuan-ti brethren, eager to
perform the rituals necessary to return them
to their snakey selves.
Treasure. Sitlali will gift the characters her
cloak of arachnida and +3 scimitar in
gratitude… while she can still feel it.
The characters’ blood is tainted, and they
will always carry with them the scars of their
adventure. If they like, at any future point,
they can seek out the yuan-ti to exploit this
connection and transform into a yuan-ti
pureblood, keeping their ability scores but
losing their current racial features and gaining:
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.
Innate Spellcasting. You know the poison Snake Eyes
spray cantrip. You can cast animal friendship an
unlimited number of times with this trait, but
21
constricting and shoots one of its magical eye rays at
Appendix 1: another target.
The target being eaten must succeed on a DC 16 Strength
Statistics stomach takes this damage again. The creature can use its
action to repeat the saving throw, escaping on a success.
The beholder can swallow only one creature at a time.
Beholder (Snake Eyes) Eye Rays. The beholder shoots three of the following
Huge monstrosity, chaotic evil magical eye rays at random (reroll duplicates), choosing one
Armor Class 18 (natural armor) to three targets it can see within 120 feet of it:
Hit Points 180 (19d10 + 76) 1. Charm Ray. The targeted creature must succeed on a
Speed 0 ft., fly 20 ft. (hover) DC 16 Wisdom saving throw or be charmed by the beholder
for 1 hour, or until the beholder harms the creature.
STR DEX CON INT WIS CHA 2. Paralyzing Ray. The targeted creature must succeed on a
10 (+0) 14 (+2) 18 (+4) 17 (+3) 15 (+2) 17 (+3) DC 16 Constitution saving throw or be paralyzed for 1
minute. The target can repeat the saving throw at the end of
Saving Throws Int +8, Wis +7, Cha +8 each of its turns, ending the effect on itself on a success.
Skills Perception +12 3. Fear Ray. The targeted creature must succeed on a DC
Damage Immunities poison 16 Wisdom saving throw or be frightened for 1 minute. The
Condition Immunities prone, poisoned target can repeat the saving throw at the end of each of its
Senses darkvision 120 ft., passive Perception 22 turns, ending the effect on itself on a success.
Languages Abyssal, Common, Deep Speech, Draconic, 4. Slowing Ray. The targeted creature must succeed on a
Undercommon DC 16 Dexterit
Challenge 14 (11,500 XP)
take reactions, and it can take either an action or a bonus
Charming Cone. The beholde central eye emits an action on its turn, not both. The creature can repeat the
invisible, magical 150-foot cone. At the start of each of its saving throw at the end of each of its turns, ending the effect
turns, the beholder decides which way the cone faces and on itself on a success.
whether the cone is active. Any creature in the area that is 5. Enervation Ray. The targeted creature must make a DC
not immune to charm effects must use its movement speed 16 Constitution saving throw, taking 36 (8d8) necrotic
to move toward the beholder. damage on a failed save, or half as much damage on a
successful one.
Innate Spellcasting. 6. Telekinetic Ray. If the target is a creature, it must
ability is Charisma (spell save DC 16). The beholder can succeed on a DC 16 Strength saving throw or the beholder
innately cast the following spells, requiring no material moves it up to 30 feet in any direction. It is restrained by the
components:
turn or until the beholder is incapacitated.
At will: animal friendship (snakes only)
If the target is an object weighing 300 pounds or less that
3/day: suggestion
direction. The beholder can also exert fine control on objects
Magic Resistance. The beholder has advantage on saving
with this ray, such as manipulating a simple tool or opening
throws against spells and other magical effects.
a door or a container.
7. Sleep Ray. The targeted creature must succeed on a DC
Constricting Rays
16 Wisdom saving throw or fall asleep and remain
constrict (+10 to hit, reach 15 ft., one target) instead of
unconscious for 1 minute. The target awakens if it takes
shooting. The target takes 14 (4d6) bludgeoning damage
damage or another creature takes an action to wake it. This
and is grappled (escape DC 16) if it is a Huge or smaller
ray has no effect on constructs and undead.
creature. Until this grapple ends, the target is restrained and
8. Petrification Ray. The targeted creature must make a DC
16 Dexterity saving throw. On a failed save, the creature
rays, and that ray cannot constrict another target.
begins to turn to stone and is restrained. It must repeat the
saving throw at the end of its next turn. On a success, the
Actions effect ends. On a failure, the creature is petrified until freed
by the greater restoration spell or other magic.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
9. Disintegration Ray. If the target is a creature, it must
Hit: 14 (4d6) piercing damage plus 7 (2d6) poison damage.
succeed on a DC 16 Dexterity saving throw or take 45 (10d8)
force damage. If this damage reduces the creature to 0 hit
Unhinge Jaw. The beholder attempts to eat a creature it is
points, its body becomes a pile of fine gray dust.
22
If the target is a Large or smaller nonmagical object or
creation of magical force, it is disintegrated without a saving False Apperance. While the cloaker remains motionless
throw. If the target is a Huge or larger object or creation of without its underside exposed, it is indistinguishable from a
magical force, this ray disintegrates a 10-foot cube of it. dark leather cloak.
10. Death Ray. The targeted creature must succeed on a
DC 16 Dexterity saving throw or take 55 (10d10) necrotic Light Sensitivity. While in bright light, the cloaker has
damage. The target dies if the ray reduces it to 0 hit points. disadvantage on attack rolls and Wisdom (Perception)
checks that rely on sight.
Legendary Actions
The beholder can take 3 legendary actions, using the Eye Ray
Actions
option below. It can take only one legendary action at a time Multiattack. The cloaker makes two attacks: one ith its bite
and one with its tail.
regains spent legendary actions at the start of its turn.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
• Eye Ray. The beholder uses one random eye ray. creature. Hit: 10 (2d6 + 3) piercing damage, and if the target
is Large or smaller, the cloaker attaches to it. IF the cloaker
Lair Actions has advantage against the target, the cloaker attaches to the
Skills Stealth +5
Senses darkvision 60 ft., passive Perception 11
Languages Deep Speech, Undercommon
Challenge 8 (3,900 XP)
STR DEX CON INT WIS CHA Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
18 (+4) 16 (+3) 16 (+3) 5 (-3) 12 (+1) 7 (-2) Hit: 6 (1d6 + 3) slashing damage.
Skills Perception +3, Stealth +5 Snakes. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Senses darkvision 60 ft., passive Perception 13 creature. Hit: 6 (1d6 + 3) piercing damage, and the target
Languages -- must make a DC 12 Constitution saving throw, taking 21
Challenge 4 (1,100 XP) (6d6) poison damage on a failed save, or half as much
damage on a successful one.
Aggressive. As a bonus action, the girallon can move up to
its speed toward a hostile creature that it can see. Sleep Breath (Recharges after a Short or Long Rest). The
kamadan exhales sleep gas in a 30-foot cone. Each creature
Keen Smell. The girallon has advantage on Wisdom in that area must succeed on a DC 12 Constitution saving
(Perception) checks that rely on smell. throw or fall unconscious for 10 minutes. This effect ends
for a creature if it takes damage or someone uses an action
Actions to wake it.
Skills Perception +4, Stealth +7 Grasping Tendrils. The roper can have up to six tendrils at a
Senses passive Perception 14 time. Each tendril can be attacked (AC 20; 10 hit points;
Languages -- immunity to poison and psychic damage). Destroying a
Challenge 4 (1,100 XP) tendril deals no damage to the roper, which can extrude a
replacement tendril on its next turn. A tendril can also be
Keen Smell. The kamadan has advantage on Wisdom broken if a creature takes an action and succeeds on a DC
(Perception) checks that rely on smell. 15 Strength check against it.
Pounce. If the kamadan moves at least 20 feet straight Spider Climb. The roper can climb difficult surfaces,
toward a creature and then hits it with a claw attack on the including upside down on ceilings, without needing to make
same turn, that target must succeed on a DC 13 Strength an ability check.
saving throw or be knocked prone. If the target is knocked
prone, the kamadan can make two attacks one with its
bites and one with its snakes against it as a bonus action.
Actions
Multiattack. The roper makes four attacks with its tendrils,
uses Reel, and makes on attack with its bite.
24
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 22 (4d8 + 4) piercing damage. Shrieker
Tendril. Melee Weapon Attack: +7 to hit, reach 50 ft., one Medium plant, unaligned
creature. Hit: The target is grappled (escape DC 15). Until Armor Class 5
the grapple ends, the target is restrained and has Hit Points 13 (3d8)
disadvantage on Strength checks and Strength saving Speed 0 ft.
turn. The vegepygmy dies only if it starts its turn with 0 hit
Actions
Multiattack (Humanoid or Hybrid Form Only). In
humanoid form, the weretiger makes two scimitar attack or
Actions two longbow attacks. In hybrid form, it can attack like a
humanoid or make two claw attacks.
Multiattack. The vegepygmy makes two attacks with its
claws or two melee attacks with its spear. Bite (Tiger or Hybrid Form Only). Melee Weapon Attack: +5
to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one damage. If the target is a humanoid, it must succeed on a
target. Hit: 5 (1d6 + 2) slashing damage. DC 13 Constitution saving throw or be cursed with weretiger
lycanthropy.
Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft.
or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing Claw (Tiger or Hybrid Form Only). Melee Weapon Attack: +5
damage, or 6 (1d8 + 2) piercing damage if used with two to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing
hands to make a melee attack. damage.
Spores (1/Day). A 15-foot-radius cloud of toxic spores Scimitar (Humanoid or Hybrid Form Only). Melee Weapon
extends out from the vegepygmy. The spores spread around Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 +3)
slashing damage.
succeed on a DC 12 Constitution saving throw or be
poisoned. While poisoned in this way, a target takes 9 (2d8) Longbow (Humanoid or Hybrid Form Only). Ranged
poison damage at the start of each of its turns. A target can Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6
repeat the saving throw at the end of each of its turns, (1d8 +2) piercing damage.
ending the effect on itself on a success.
Weretiger
Medium humanoid (human, shapechanger), neutral
Armor Class 12
Hit Points 120 (16d8 + 48)
Speed 30 ft. (40 ft. in tiger form)
26
Yellow Musk Creeper Skills Perception +5, Stealth +6
Damage Vulnerabilities bludgeoning
Medium plant, unaligned
Damage Immunities poison
Armor Class 6 Condition Immunities exhaustion, poisoned
Hit Points 60 (11d8 + 11) Senses darkvision 60 ft., passive Perception 15
Speed 5 ft., climb 5 ft. Languages understands Abyssal, Common, and Draconic
but cannot speak
STR DEX CON INT WIS CHA Challenge 7 (2,900 XP)
12 (+1) 3 (-4) 12 (+1) 1 (-5) 10 (+0) 3 (-4)
Shapechanger. The yuan-ti can use its action to polymorph
Condition Immunities blinded, deafened, exhaustion, into a Large snake skeleton, or back into its true form. Its
prone statistics are the same in each form. Any equipment it is
Senses blindsight 30 ft., passive Perception 10
Languages -- form if it dies.
Challenge 2 (450 XP)
Innate Spellcasting (Abomination Form Only). The yuan-
innate spellcasting ability is Charisma (spell save DC 15).
False Appearance. While the creeper remains motionless, it The yuan-ti can innately cast the following spells, requiring
is indistinguishable from an ordinary flowering vine. no material components:
Regeneration. The creeper regains 10 hit points at the start
of its turn. If the creeper takes fire, necrotic, or radiant At will: animal friendship (snakes only)
3/day: suggestion
turn. The creeper dies only if it starts its turn with 0 hit 1/day: fear
Skeleton
Large undead (shapechanger, yuan-ti), neutral evil
Armor Class 15 (natural armor)
Hit Points 127 (15d10 + 45)
Speed 40 ft.
27
Actions
Multiattack (Yuan-ti Form Only). The yuan-ti makes one
Yuan-ti Mind bite attack and one scimitar attack.
STR
16 (+3)
DEX
14 (+2)
CON
13 (+1)
INT
14 (+2)
WIS
12 (+1)
CHA
16 (+3)
Yuan-ti Nightmare
Saving Throws Wis +4, Cha +5
Skills Deception +5, Stealth +4
Speaker
Medium monstrosity (shapechanger, yuan-ti), neutral evil
Damage Immunities poison
Condition Immunities poisoned Armor Class 14 (natural armor)
Senses darkvision 120 ft. (penetrates magical darkness), Hit Points 71 (13d8 + 13)
passive Perception 12 Speed 30 ft.
Languages Abyssal, Common, Draconic
Challenge 4 (1,100 XP) STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 13 (+1) 14 (+2) 12 (+1) 16 (+3)
Shapechanger. The yuan-ti can use its action to polymorph
Saving Throws Wis +3, Cha +5
into a Medium snake or back into its true form. Its status
Skills Deception +5, Stealth +4
are the same in each form. Any equipment it is wearing or
Damage Immunities poison
t dies, it stays in its current
Condition Immunities poisoned
form.
Senses darkvision 120 ft. (penetrates magical darkness),
passive Perception 12
Innate Spellcasting (Yuan-ti Form Only). The yuan-
Languages Abyssal, Common, Draconic
innate spellcasting ability is Charisma (spell save DC 13).
Challenge 4 (1,100 XP)
The yuan-ti can innately cast the following spells, requiring
no material components:
Shapechanger. The yuan-ti can use its action to polymorph
At will: animal friendship (snakes only)
into a Medium snake or back into its true form. Its status
3/day: suggestion
are the same in each form. Any equipment it is wearing or
Magic Resistance. The yuan-ti has advantage on saving
form.
throws against spells and other magical effects.
Death Fangs (2/Day). The first time the yuan-ti hits with a
Mind Fangs (2/Day). The first time the yuan-ti hits with a
melee attack on its turn, it can deal an extra 16 (3d10)
melee attack on its turn, it can deal an extra 16 (3d10)
necrotic damage to the target.
psychic damage to the target.
Innate Spellcasting (Yuan-ti Form Only). The yuan-
Spellcasting (Yuan-ti Form Only). The yuan-ti is a 6th-level
innate spellcasting ability is Charisma (spell save DC 13).
spellcaster. Its spellcasting ability is Charisma (spell save
The yuan-ti can innately cast the following spells, requiring
DC 13, +5 to hit with spell attacks). It regains its expended
no material components:
spell slots when it finishes a short or long rest. It knows the
following warlock spells: At will: animal friendship (snakes only)
3/day: suggestion
Cantrips (at will): eldritch blast (range 300 ft., +3 bonus to
each damage roll), friends, message, minor illusion, poison
Magic Resistance. The yuan-ti has advantage on saving
spray, prestidigitation
throws against spells and other magical effects.
1st-3rd level (2 3rd-level slots): charm person, crown of
madness, detect thoughts, expeditious retreat, fly, hypnotic
Spellcasting (Yuan-ti Form Only). The yuan-ti is a 6th-level
pattern, illusory script
spellcaster. Its spellcasting ability is Charisma (spell save
DC 13, +5 to hit with spell attacks). It regains its expended
When the yuan-ti reduces an enemy to 0 hit
spell slots when it finishes a short or long rest. It knows the
points, the yuan-ti gains 9 temporary hit points.
following warlock spells:
28
Cantrips (at will): chill touch, eldritch blast (range 300 ft., +3 innate spellcasting ability is Charisma (spell save DC 13).
bonus to each damage roll), mage hand, message, poison The yuan-ti can innately cast the following spells, requiring
spray, prestidigitation no material components:
1st-3rd level (2 3rd-level slots): arms of Hadar, darkness, fear, At will: animal friendship (snakes only)
hex, hold person, hunger of Hadar, witch bolt 3/day: suggestion
Yuan-ti Pit Master five creatures that it can see within 60 feet of it. Each target
must succeed on a DC 13 Constitution saving throw or fall
into a magical sleep and be unconscious for 10 minutes. A
Medium monstrosity (shapechanger, yuan-ti), neutral evil
Sleeping target awakens if it takes damage or if someone
Armor Class 14 (natural armor) uses an action to shake or slap it awake. The magical sleep
Hit Points 88 (16d8 + 16) has no effect on a creature immune to being charmed.
Speed 30 ft.
form.
A Gorgeous Day
To add difficulty or variety to the river rafting,
the river might run through a gorge, or
between two tall craggy walls, and instead of
running aground the raft takes the obstacle
damage as if it didn’t correct in time.
31
Player Handout A:
Temple Tiles
32
Player Handout B:
Yuan-ti
Transformation
Congratulations.
You now have a human body and a snake head.
Congratulations.
You now have a human head and body with
snake arms.
Armor Class 12
Hit Points 66 (12d8 + 12)
Speed 30 ft.
Armor Class 12
STR DEX CON INT WIS CHA
Hit Points 66 (12d8 + 12)
16 (+3) 14 (+2) 13 (+1) 14 (+2) 12 (+1) 16 (+3)
Speed 30 ft.
Skills Deception +5, Stealth +4 STR DEX CON INT WIS CHA
33
Congratulations.
You now have a human head and upper body The Yuan-ti ring burns red hot as it melds with
with a serpentine lower body instead of legs. your body and imbues you with a gift from
Dendar.
Armor Class 12 Choose one skill for each snake ring you hold.
Hit Points 66 (12d8 + 12)
Speed 30 ft. Reckless. At the start of its turn, the yuan-ti can gain
advantage on all melee weapon attack rolls it makes
STR DEX CON INT WIS CHA
during that turn, but attack rolls against it have
16 (+3) 14 (+2) 13 (+1) 14 (+2) 12 (+1) 16 (+3)
advantage until the start of its next turn.
Innate Spellcasting (Yuan-ti Form Only). The yuan-ti's repeat the saving throw at the end of each of its turns,
innate spellcasting ability is Charisma (spell save DC ending the illusion on a success, or taking 11 (2d10)
13). The yuan-ti can innately cast the following spells, psychic damage on a failure.
requiring no material components:
At will: animal friendship (snakes only) Death Fangs (2/Day). The first time the yuan-ti hits
3/day: suggestion with a melee attack on its turn, it can deal an extra 16
(3d10) necrotic damage to the target.
Magic Resistance. The yuan-ti has advantage on saving
throws against spells and other magical effects. This skill can be taken only if the character was
a caster before the transformation:
Actions
Spellcasting (Yuan-ti Form Only). The yuan-ti is a 6th-
Multiattack (Yuan-ti Form Only). The yuan-ti makes
level spellcaster. Its spellcasting ability is Charisma
two ranged attacks or two melee attacks, but can
(spell save DC 13, +5 to hit with spell attacks). It
constrict only once.
regains its expended spell slots when it finishes a short
Bite (Snake Form Only). Melee Weapon Attack: +5 to or long rest. It knows the following warlock spells:
hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing
Cantrips (at will): chill touch, eldritch blast (range 300
damage plus 7 (2d6) poison damage.
ft., +3 bonus to each damage roll), mage hand,
Constrict. Melee Weapon Attack: +5 to hit, reach 5 ft., message, poison spray, prestidigitation
one target. Hit: 10 (2d6 + 3) bludgeoning damage, and 1st-3rd level (2 3rd-level slots): arms of Hadar, darkness,
the target is grappled (escape DC 13). Until this fear, hex, hold person, hunger of Hadar, witch bolt
grapple ends, the target is restrained, and the yuan-ti
can't constrict another target.
Scimitar (Yuan-ti Form Only). Melee Weapon Attack:
+5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3)
slashing damage.
Longbow (Yuan-ti Form Only). Ranged Weapon Attack:
+4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 +2)
piercing damage.
34