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Scholomance

No More Teachers, No More Books


Created by James Wiken



Special Thanks to


Blizzard Entertainment

Original dungeon design and characters, quest and adventure journal text, art assets, maps

wowhead.com

Dungeon, NPC, and item information, screenshots

Natural Crit

Developed using Homebrewery

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Scholomance

Individuals seeking to master the powers of undeath know well of Scholomance, the infamous school of necromancy located in the dark and foreboding crypts beneath Caer Darrow. In recent years, several of the instructors have changed, but the institution remains under the control of Darkmaster Gandling, a particularly sadistic and insidious practitioner of necromantic magic.

The adventurers have been sent to Scholomance to defeat the Darkmaster and shut down the school.

Overview

Scholomance is a dungeon designed for characters from levels 8 to 10. It is meant to be played after Scarlet Monastery, but it can also be played standalone and inserted into any campaign.

Hidden beneath the ruins of the palatial House of Barov, on a rise overlooking the abandoned city of Caer Darrow, lies the Scholomance. This vile academy used to train necromancers of the Cult of the Damned is one of the last strongholds of the Scourge within the Western Plaguelands.

Having purged the Scarlet Monastery, Lilian Voss turns her unblinking eyes upon the unholy school and its longstanding headmaster, Darkmaster Gandling. Unwavering in her mission of vengeance, she does not wait for allies. Instead, she infiltrates the academy alone.

Following in her wake, the party must descend into the haunted halls of Scholomance and put an end to the dark and twisted lessons being taught there. The adventurers may find the tortured spirits of Caer Darrow's former residents to be unlikely allies in this cause.


Prologue

Founded by the rogue wizard Kel'Thuzad nearly ten years ago, the Scholomance is housed within a series of crypts that lie beneath the ruined keep of Caer Darrow. Once owned by the noble Barov family, Caer Darrow fell into ruin following the Second War.

As Kel'Thuzad enlisted followers for his Cult of the Damned, he would often promise immortality in exchange for serving the Lich King. The Barov family fell to Kel'Thuzad's charismatic influence and donated the keep and its crypts in exchange for the blessing of immortality. To their horror, this "blessing" came in the form of undeath, turning the once powerful family into undead monsters in service of the Lich King. Having repaid the Barovs, the cultists turned the ancient crypts into a school for necromancy known as the Scholomance.

While the grounds had been brewing with young talented wizards and adepts for some time, no one outside the secretive Cult of the Damned knew its true purpose. The Cult used this place to train its mortal agents and to prepare to unleash the Plague of Undeath upon Lordaeron which would bring upon its destruction and the rise of the Scourge.

Kel'Thuzad's service to the Lich King would eventually lead him away from his unholy academy. Though he no longer resides in the crypts, devoted cultists and instructors remain. Chief among them is the mortal necromancer, Darkmaster Gandling, who serves as the school's insidious headmaster.

CLASSIC | DUNGEONS | SCHOLOMANCE

CLASSIC | DUNGEONS | SCHOLOMANCE

Caer Darrow

In the middle of Darrowmere Lake is a solitary island: The Isle of Darrow. The keep of Caer Darrow, perhaps the oldest human monument in the world, stands upon this isle. The people of Caer Darrow survived within their small town for several months after the fall of Lordaeron. When the Scourge invaded Andorhal however, a large host attacked Caer Darrow. Aided by troops from the Scholomance, it was then that the town finally came to an end.

Since its fall, the island and surrounding lake have become lifeless and still. Only meager fish are still able to survive in the murky waters and the towering fortress seems to suck hope itself from the surrounding air. Every year or so new students can be seen entering the manor, or graduates grimly sulking out.

Few know what lies within the ruins, but the spirits of many of the island's inhabitants remain, seeking justice for the monstrous wrongs committed there. Initially, the spirits will hide themselves from the party except for Magistrate Marduke who will attempt to determine the adventurers' reason for setting foot on the accursed island. See "The Specters of Caer Darrow" for descriptions of the town's ghosts.

The Specters of Caer Darrow

Magistrate Marduke

Marduke was a leading citizen of the town of Caer Darrow. When the evil of Scholomance consumed the town and killed the residents, most citizens were left as simple, mindless ghosts going through the motions of their daily lives. However, Marduke, though dead, remembers all that happened and actively seeks to destroy the leader of the dark school.

Magnus Frostwake

Magnus is a dwarven blacksmith who can repair the weapons and armor of the party. He practices his trade at the blacksmith shop in the Town Center.

Artist Renfray

Renfray was once a renowned painter in the Kingdom of Lordaeron. Her talents were employed by nobles across the land including the esteemed paladin, Tirion Fordring. She can be found in her studio at the Docks.

Joseph Dirte

Joseph is a Waste Management Specialist and is extremely knowledgeable about refuse including that which comes out of Scholomance. He is located at the Docks.

Sammy and Melia

Sammy and Melia are young sisters playing near the fountain in the Town Center. They will ask the adventurers to play games with them.

Baker Masterson

Masterson can be found in the bakery in the Town Center. He can provide the party with food and drink.


The Bridge

A crumbling bridge spans the southern end of Darrowmere Lake, connecting the Isle of Darrow to the mainland. Once across this bridge the adventurers find themselves at an intersection. The main road leads north through the ruined gates of Caer Darrow, into the Town Center. A second road leads west along the island's shore to the Docks.

It is at this intersection that Magistrate Marduke will reveal himself to the party, demanding to know their business on the island. If the party can persuade him that they are there to purge Scholomance he will provide them with Spectral Essence which will allow the adventurers to see and speak with the other ghosts on the island. The Magistrate is naturally wary of wizards, sorcerors, and warlocks, causing them to have disadvantage on any Persuasion checks against him.

Marduke can lead the adventurers to the entrance of Scholomance in the Keep but will refuse to enter the crypts below in fear of being twisted to the necromancers' will.

The Docks

Outside the walls of Caer Darrow lies a small collection of dilapidated buildings built near a set of putrid, waterlogged docks jutting out of the western shore of the island. While most of the buildings have long since collapsed, two remain relatively intact.

The first is a small house inside of which is an artist's studio filled with many paintings. If the adventurers have the Spectral Essence, they can see and speak with the creator of the paintings, Artist Renfray. She is rather shy and will generally only speak to other females. With her guidance, the party may be able construct a rough map of the Scholomance from several of her paintings that depict the crypts of beneath Caer Darrow (DC 18 History).

The second building looks to be a former blacksmith but has since been filled with refuse of many sorts, likely originating from within the Scholomance. Oddly, this garbage has been impeccably catalogued and sorted. If the adventurers have the Spectral Essence, they can see and speak with the town's resident Waste Management Specialist, Joseph Dirte. The long-winded ghost is always happy to talk trash with anyone who will listen. For every 30 minutes someone speaks with him, they may make a DC 15 Investigation check to learn about either Rattlegore, Doctor Theolen Krastinov, or Professor Slate.

Town Center

Passing through the fallen gates of Caer Darrow, the party enters the City Center. A ring of buildings lines the interior of the castle's walls. Much like the Docks, most of the structures have collapsed with just two still standing. An once ornate fountain, long past its glory days, stands as the town's crumbling centerpiece. A road continues north leading up past the abandoned battlements to the Keep standing atop the northern bluffs of the island.

CLASSIC | DUNGEONS | SCHOLOMANCE

Near the fountain, the sounds of children playing can be heard. If the adventurers have the Spectral Essence, they can see and speak with Sammy and Melia, the ghosts of two young girls. The children are very competitive and will challenge the party to various games and competitions often using their ability to phase through objects to gain an advantage. If the adventurers are able to best either of the girls in their challenges, Sammy and Melia will give them their Ghastly Dolls. The holder of Sammy's doll cannot be affected by Darkmaster Gandling's Harsh Lesson and the bearer of Melia's doll gains advantage on Perception checks against Jandice Barov and Phantasmal Images.

On the eastern end of the town center is a still standing storefront. The tantalizing scent of fresh baked bread and pastries wafts out from within. If the adventurers have the Spectral Essence, they can see and speak with Baker Masterson. He sells a wide assortment of breads and pastries. While these baked goods are extraordinarily delicious, any who eat them are hungry again after an hour.

Abutting the western walls of Caer Darrow is a blacksmith shop. Despite the town being abandoned for many years, smoke rises from its crumbling chimney and the ring of hammers echo from within the structure. If the adventurers have the Spectral Essence, they can see and speak with Magnus Frostwake. The inconvenience of death has not stopped the dwarven smithy from continuing to ply his trade. He can repair the weapons and armor of the party and will sell the Storm Gauntlets to the adventurers for 5,000 gp.

The Keep

Perched atop the northern bluffs of the Isle of Darrow is the Keep of Caer Darrow. While a shadow of its former self, its faded facade still casts a dark shadow over the town below. Outside the structure, wagons and crates emblazoned with the insignia of the Scourge are scattered about. While there are signs of necromantic activity, the entrance of the Keep seems to be currently abandoned.

Once inside, the hall forks. To the right leads to the upper floors of the keep. These forgotten halls house only bones and rats. There are a few signs of necromantic activity found here and there but, just like the entrance it seems abandoned.

The left fork leads down to the lower levels of the keep and within them the ancestral crypts of the family of Barov. Unlike the rest of the keep, these crypts are currently in use. Within in them lies the Scholomance.

Descending down into these crypts leads first to a thick dark iron gate. On the other side is the Ossuary.


1. The Reliquary

The shallowest tombs underneath Caer Darrow are known as the Reliquary. Citizens of the town and distant relatives of the Barov family are interred here. In these chambers, the Cult of the Damned established a library where new recruits are taught their first, sometimes fatal, lessons.

1a. The Ossuary

The first chamber of the Barov family crypts is an ossuary containing the remains of the commoners of the Isle of Darrow. Sealed coffins, often marked by names and paintings, line the stone-cut walls of the chamber. These graves extend both above and below the entryway, with a mass grave of bones covering the floor below.

A creaking wooden platform spans the room from its entrance to an iron gate on the other side separating this chamber from the Library beyond. Flanking the gate are two Risen Guards who will attack any intruders not affiliated with the Scourge or the Cult of the Damned.

Once the guards are defeated, a Talking Skull rises from the bone pile below. He employs the adventurers to cleanse the Scholomance of the Scourge and offers to guide the party through the twisting corridors beyond. If the party accepts, the Talking Skull will magically open the gate to the Library.

An End to the Suffering

Description

"The key to lifting the curse of this place rests in the final death of Darkmaster Gandling.

Do it, adventurers, and make him suffer!"

Mechanics and Rewards

The school's headmaster must die if the Scholomance is ever going to be cleansed. The Darkmaster's Study is deep within the crypts. Once Gandling has been defeated, the Talking Skull will reveal its true identity, the spirit of Lord Alexei Barov. In return for their service, Alexei will open the Barov Family Vault to the party.

The Four Tomes

Description

"There are four tomes of great necromantic evil studied in Scholomance: "In the Shadow of the Light", "Kel'Thuzad's Deep Knowledge", "Forbidden Rites and other Rituals Necromantic" and "The Dark Grimoire".

As we make our way through this cursed place, find and destroy each book so that no other fool can come along later and learn their vile secrets."

Mechanics and Rewards

It is not enough the purge the current inhabitants of the Scholomance, the knowledge of their dark magics must be purged as well. The adventurers may make a DC 15 Investigation check to search a room for one of these tomes. The Talking Skull also makes an Investigation check (+6 Investigation skill). Burn these four tomes to destroy the most dangerous sources of knowledge.

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CLASSIC | DUNGEONS | SCHOLOMANCE

1b. The Library

The western entrance of the Library leads out to a double staircase descending into the chamber. The entirety of the chamber can be seen from the top of the staircase. Wooden tables and bookshelves the walls holding the numerous magical tomes used to teach the students of the dark academy. A dozen or so of these students are currently here. Among the books is In the Shadow of the Light, one of the tomes the Talking Skull has tasked the party with destroying. At the far eastern end of the room is another iron gate through which is a ramp down into the Hall of Illusions.

An imposing iron chandelier hangs over the center of the room, its dozens of candles casting light and shadows out to the edges to the chamber. Directly beneath it is an arcane construct of crystal and iron, the phylactery of Instructor Chillheart. The cold-hearted lich is currently channeling shadowfrost magic into the phylactery along with a small group of her top students. Roll from The Library's Random Encounter Table to determine these students.

Random Encounter Table
Roll Monsters
1 3 Scholomance Acolytes
2 2 Scholomance Acolytes, 1 Scholomance Neophytes
3 1 Scholomance Acolytes, 2 Scholomance Neophytes
4 3 Scholomance Neophytes

As soon as the parry enters the room, the Talking Skull yells, "We're coming for you Chillheart! Time for payback!", ruining any attempt at stealth. Infuriated, the merciless instructor sends her top students against the adventurers blocking their way into the library. Chillheart will redirect any spells cast towards her to an unfortunate student in the library. When her top students are bested, she will rip the souls from the rest of the students in the library and channel them into her phylactery to empower it. She then summons her Ice Wall and attacks the party.

Once Instructor Chillheart and her phylactery are destroyed, the Talking Skull will cackle gleefully at her demise and open the gate to the Hall of Illusions, ushering the adventurers deeper into Scholomance.

Instructor Chillheart

"Class is now is session!"

Course: Introduction to the Dark Arts — Instructor Chillheart journeyed from Northrend to teach aspiring necromancers discipline, harshly punishing those who disappoint her. She commands the icy chill of the north and masterfully uses Scholomance's libraries to deadly effect.

Instructor Chillheart (marked by a violet skull on the map) teaches the newest students of the Scholomance. She is known for her heartlessness and will willingly sacrifice her students to protect herself and her phylactery.

When Instructor Chillheart is defeated, the party can loot Icewrath Belt.


Instructor Chillheart

Medium undead, chaotic evil


  • Armor Class 14
  • Hit Points 105 (14d8+42)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 16 (+3) 19 (+4) 14 (+2) 16 (+3)

  • Saving Throws Con +6, Int +7, Wis +5, Cha +6
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities cold, necrotic
  • Senses passive Perception 12
  • Languages Common
  • Challenge 8 (0 XP)

Magic Resistance. Chillheart has advantage on saving throws against spells and other magical effects.

Ice Wall. Chillheart summons a massive ice wall that covers the eastern wall of The Reliquary. At the start of her turns, the ice wall expands 5 ft. west, covering the entire length and height of the room. When a creature touches this wall, it is dealt 44 (8d10) cold damage. This wall melts when Chillheart's physical body dies,

Phylactery. When Instructor Chillheart's physical body dies, the foul magic that animated her escapes back to her phylactery.

Actions

Multiattack. Instructor Chillheart makes two different attacks.

Touch of the Grave. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage plus 5 (1d10) cold damage.

Wrack Soul. A hostile creature within 60 ft. must succeed on a DC 15 Wisdom saving throw or are cursed. At the end of their next turn they take 9 (2d8) necrotic damage and another hostile creature must succeed on the same saving throw or be cursed by Wrack Soul.

Ice Wrath. A hostile creature within 60 ft. is wreathed in ice for 18 seconds. Any creatures that start their turn or come within 10 ft. of the target take 5 (1d10) cold damage and have their speed reduced by 10 ft.

Frigid Grasp. A patch of ice explodes underneath a target within 60 ft. All creatures within 10 ft. of the target must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) cold damage. On a success, take half as much damage.

CLASSIC | DUNGEONS | SCHOLOMANCE



Chillheart's Phylactery

Medium construct, chaotic evil


  • Armor Class 17
  • Hit Points 68 (8d8+32)
  • Speed

STR DEX CON INT WIS CHA
11 (+0) 6 (-2) 18 (+4) 20 (+5) 14 (+2) 16 (+3)

  • Saving Throws Con +7, Int +8, Wis +5, Cha +6
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities cold, necrotic
  • Senses passive Perception 12
  • Languages Common
  • Challenge 8 (3900 XP)

Magic Resistance. The phylactery has advantage on saving throws against spells and other magical effects.

Soul Barrier. The phylactery is immune to damage while Instructor Chillheart's physical body is alive.

Actions

Animate Tomes. Fragments of Chillheart's soul animate 3 (2d2) tomes of magic around the Library. Roll from the table below to determine the tomes.

Roll Animated Tome
1-2 The Anarchist Arcanist
3-4 Antonidas' Self Help Guide to Standing in Fire
5-6 Wander's Colossal Book of Shadow Puppets

Animated Tome

Small construct, chaotic evil


  • Armor Class 11
  • Hit Points 16 (5d6)
  • Speed 0 ft., fly 50 ft. It can hover.

STR DEX CON INT WIS CHA
8 (-1) 18 (+4) 11 (+0) 20 (+5) 14 (+2) 6 (-2)

  • Senses passive Perception 12
  • Languages
  • Challenge 1/4 (50 XP)

Burn (Antonidas' Self Help Guide to Standing in Fire only). Any hostile targets that start their turn or come within 5 ft. of the tome take 5 (2d4) fire damage.

Actions

Arcane Bomb (The Anarchist Arcanist only). Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 4 (1d8) force damage and all targets within 5 ft. of the target must succeed on a DC 15 Dexterity saving throw or take 3 (1d6) force damage.

Shadow Bolt (Wander's Colossal Book of Shadow Puppets only). Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 5 (1d10) necrotic damage

2. Hall of Illusions

A dimly lit ramp patrolled by a single Risen Guard leads down from the Reliquary into the Hall of Illusions. The Talking Skull will be hesitant to enter the room, but will follow the party nonetheless.

Green light emanating from braziers throughout the hall gives the chamber a sickly glow. The eastern half of the room is divided by two rows of four square columns. Connecting the columns are multitiered stone slabs covered in skeletal remains. On one of these slabs is Kel'Thuzad's Dark Magic, one of the tomes the Talking Skull wishes to see destroyed.

Two pairs of Reanimated Corpses shamble mindlessly along the northern and southern walls of the chamber. Between the two rows of columns is a seven-foot-tall candle made of green wax. A pair of Candlestick Mages stand next to it, channeling its unholy light into the nearby skeletons. Another Candlestick Mage draws power from an identical candle in the center of the western half of the room.

Once the Candlestick Mages are defeated and their candles put out, the braziers in the hall will shift from green to dark violet. Between two of them at the far western end of the room, the specter of Jandice Barov, daughter of Lord Alexei Barov, will materialize and challenge any intruders.

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CLASSIC | DUNGEONS | SCHOLOMANCE

With the appearance of Jandice Barov, the Talking Skull is nowhere to be seen. When Jandice has been defeated and her spirit fades away, the Talking Skull will reappear and wordlessly open the gate behind her into the Chamber of Summoning, eager to be gone from this place.

Jandice Barov

"Ooh, it takes some real stones to challenge the Mistress of Illusion. Well? Show me what you got!"

Course: Advanced Illusions — Barov's spirit lurked in the recesses of Scholomance for years, but now she has taken a more active role in educating the next generation of magi. Her vast knowledge of illusions has made her both a valued educator and a dangerous opponent to anyone foolish enough to draw her ire.

Jandice Barov (marked by a blue skull on the map) is a talented illusionist who prefers to confound her foes with a thousand arcane cuts rather than attacking directly.

When Jandice Barov is defeated, the party can loot Phantasmal Drape.


Phantasmal Image

Medium undead, chaotic evil


  • Armor Class 13
  • Hit Points 9 (2d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 16 (+3) 19 (+4) 14 (+2) 14 (+2)

  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities necrotic, poison
  • Condition Immunities Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned
  • Senses passive Perception 12
  • Languages Common
  • Challenge 1/8 (25 XP)

Immutable Form. The illusion is immune to any spell or effect that would alter its form.

Magic Resistance. The illusion has advantage on saving throws against spells and other magical effects.

Flawed. The illusion has minor differences from its creator such as eye color, freckles, hairstyle, etc. A creature can use a bonus action to make a DC 15 Perception check to determine whether the illusion is real or not.

Flash Bang. When the illusion is defeated, all hostile creatures within 40 ft. must succeed on a DC 15 Constitution saving throw or take 5 (1d10) force damage. On a success, take half as much damage.

Actions

Whirl of Illusion. A creature within 120 ft. and line of sight takes 3 force damage.


Jandice Barov

Medium undead, chaotic evil


  • Armor Class 13
  • Hit Points 120 (16d8+48)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 16 (+3) 19 (+4) 14 (+2) 14 (+2)

  • Skills Perception +6
  • Saving Throws Int +8, Wis +6, Cha +6
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities necrotic, poison
  • Condition Immunities Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned
  • Senses passive Perception 16
  • Languages Common
  • Challenge 8 (3900 XP)

Immutable Form. Jandice is immune to any spell or effect that would alter her form.

Magic Resistance. Jandice has advantage on saving throws against spells and other magical effects.

Phantasmal Images. When Jandice is reduced to 40 or 80 hit points, she immediately vanishes from sight and any effects on her end. She reappears with 9 (2d4 + 4) Phantasmal Images distributed through the room. While these images are active, she can only use Whirl of Illusion as her action. After she has taken 15 damage since this effect started, the remaining Phantasmal Images dissipate.

Actions

Wondrous Rapidity. All creatures in a 45 ft. cone must succeed on a DC 15 Constitution saving throw or take 17 (5d6) force damage. On a success, take half has much damage. If at least 2 creatures fail this throw, Jandice may use a bonus action to cast Wondrous Rapidity.

Gravity Flux (Recharge 5-6). A 20 ft. field of shadow magic erupts within 100 ft. When a creature enters this area for the first time on a turn or starts its turn there, it takes 11 (2d10) necrotic damage plus 11 (2d10) force damage, is knocked back a number of feet equal to the damage it took, and is Blinded until the end of its next turn. This field lasts for 30 seconds and only one may be active at a time.

Whirl of Illusion. A creature within 120 ft. and line of sight takes 3 force damage.

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CLASSIC | DUNGEONS | SCHOLOMANCE

3. Chamber of Summoning

Stepping into the Chamber of Summoning, the adventurers witness a frantic battle unfolding. In the center of the stone chamber is Lilian Voss, now wielding the Runeblades of the Anointed, currently locked in furious battle with 5 (2d4) Boneguards. Four Boneweavers are spread through the room, summoning more Boneguards from the eight bone piles arranged in a square around the chamber (see map for specific locations).

At the far side of the room hovers the Headmaster of this vile academy, Darkmaster Gandling, throwing fire and taunts at Lilian Voss. A swirling shield of shadow and bones surrounds him making him immune to all damage and conditions.

Upon entering the room, the Talking Skull will identify the Darkmaster for the party and urge them to kill him. Lilian, recognizing the adventurers, tells them to focus on taking down the Boneweavers before they are completely overrun. Each time a Boneweaver is defeated Gandling divides their souls among the remaining ones, instantly recharging their Weave Bones action.

Once all the Boneweavers have been defeated, Darkmaster Gandling flees with Lilian Voss in hot pursuit, sealing the gate behind them. Before the party can follow, a storm of rust and bone forms in the middle of the room violently arranging itself into Rattlegore who immediately charges the party.

While Rattlegore is active, coming within 5 ft. of a bone pile will cause a non-undead creature to gain Bone Armor. Each bone pile can only give this effect once. When Rattlegore is defeated, all Bone Armor effects immediately end.


Bone Armor. Your speed is reduced by 15 ft. When you are a target of Bone Spike, you may use your reaction to remove Bone Armor and increase your AC by 10 until the start of your next turn.

Once the unholy guardian is defeated, the Talking Skull will frantically open the gate for the adventurers to pursue the Darkmaster deeper into the Scholomance.

Rattlegore

"RATTLEGORE!"

Course: Reanimation 101 — Rattlegore was thought to have been destroyed in Andorhal, but Gandling immediately began preparations to reanimate the clattering terror so he could guard against intruders. The Darkmaster sought to make Rattlegore more ferocious than ever, imbuing him with an insatiable desire to harvest raw materials from his enemies.

Rattlegore (marked by a green skull on the map) is a shambling horror of bone and rusty steel. He harvests the bones of his victims to grow in size and terror.

When Rattlegore is defeated, the party may loot the Goresoaked Headreaper.


Rattlegore

Large undead, chaotic evil


  • Armor Class 13
  • Hit Points 208 (16d10+48)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 17 (+3) 6 (-2) 12 (+1) 10 (+0)

  • Damage Resistances piercing and slashing from nonmagical attacks
  • Damage Immunities necrotic, poison
  • Condition Immunities Charmed, Exhaustion, Paralyzed, Petrified, Poisoned, Stunned
  • Senses darkvision 60 ft., passive Perception 11
  • Languages understands Common but can't speak
  • Challenge 9 (5000 XP)

Unholy Blades. Rattlegore's attacks are magical.

Soulflame. At the start of Rattlegore's turn, roll from the table below. The corresponding bone piles ignite. All targets within 5 ft. of the ignited bone piles must succeed on a DC 15 Dexterity saving throw or take 9 (2d8) fire damage. On a success, take half as much damage.

Roll Bone Piles
1
2 N, S
3 W, E
4 SW, SE, N
5 NW, NE, S
6 NW, NE, SW, SE
7 N, W, E, S
8 NW, W, SW, S, SE, E, NE, N

Actions

Multiattack. Rattlegore makes three attacks, two with Rusting Blade and one with Bone Spike.

Rusting Blade. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) slashing damage and Rusting Blade deals one additional bonus damage on all future hits. This effect stacks and on every third stack, Rattlegore's speed is decreased by 5 ft.

Bone Spike. Ranged Weapon Attack: +8 to hit, range 40/80 ft., one target. Hit: 21 (5d6+4) piercing damage and the target must succeed on a DC 16 Strength saving throw or be knocked back 20 ft. This must be used on a creature with Bone Armor if possible.

CLASSIC | DUNGEONS | SCHOLOMANCE

4. Butcher's Sanctum

Past the Chamber of Summoning is a cavernous chamber whose tall stone walls are stained scarlet. At first blush, one might assume the red hue is due to the hundreds of crimson colored candles burning around the room. Then comes the horrific smell. Strewn about the room are piles of rotting flesh and mangled corpses, all leaving pools of blood adding to a sickening mural on the stone floor. Scattered amongst the carnage are a number of blood-stained books and diagrams including Forbidden Rites and Other Rituals Necromantic, one of the tomes the Talking Skull has designated for destruction.

The creators and creations of this foul art wander the gore-soaked room. Roll from Butcher's Sanctum's Random Encounter Table twice to determine the current occupants, once for the northern end of the room and again for the southern end. These two groups can be engaged separately. Doctor Theolen Krastinov can only appear once and is always in the southern end of his sanctum.

Random Encounter Table
Roll Monsters
1 2 Flesh Horrors
2 1 Flesh Horror, 2 Krastinovian Carvers
3 4 Krastinovian Carvers
4 Doctor Theolen Krastinov, 2 Krastinovian Carvers

Several iron gates lead out of the rotting chamber. After some deliberation, the Talking Skull will lead the party through the eastern gate into the Bone Vault.

Doctor Theolen Krastinov

"The doctor is in!"

Course: Applied Torture — "The undead surrounded us, constantly tormenting us with horrifying acts of depravity. Finally, he came. He introduced himself as Doctor Theolen Krastinov. We came to know him as "The Butcher... We finally understood what the screams were from." —Eva Sarkhoff

When Doctor Theolen Krastinov is defeated, the party can loot Krastinov's Bag of Horrors.

5. The Bone Vault

The Bone Vault is a massive ossuary deep within the Barov Family Crypts. Within are the remains of distant relatives and other nobles loyal to the Barovs. Their bones fill the towering walls, reaching over 60 ft. into the air.

It is in this lofty chamber where the party catches up to Darkmaster Gandling, still protected by his shield of bone and shadow, and Lilian Voss currently locked in combat. The entrance of the adventurers distracts Lilian just long enough for the Darkmaster to gain the upper hand, binding her with dark magic and raising her up into the air.

"Did you forget, girl? I am the Darkmaster! I command the undead! Now turn your lovely runeblades on our guests, and fetch me their bones!"

Gandling breaks the undead assassin's will, turning her against her former allies. During the battle, the necromancer remains in the room taunting the party as Lilian turns her unrelenting blades against them.


Doctor Theolen Krastinov

Medium undead, chaotic evil


  • Armor Class 16
  • Hit Points 120 (16d8+48)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 12 (+1) 14 (+2) 8 (-1)

  • Damage Immunities poison
  • Condition Immunities Charmed, Exhaustion, Poisoned
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Common
  • Challenge 8 (3900 XP)

Frenzied Bloodthirst. Whenever Krastinov is dealt bludgeoning, slashing, or piercing damage, his AC increases by one. This effect stacks and when he reaches four stacks, Krastinov may immediately move and use the Multiattack action. All stacks are lost at the end of his turn.

Unholy Blades. Krastinov's attacks are magical.

Actions

Multiattack. Krastinov makes two attacks.

Rending Cleaver. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) slashing damage and the target must succeed on a Constitution saving throw or are Rended. While under this effect, the target takes 3 (1d6) piercing damage at the start of their turn. This effect stacks and a stack is removed when the target regains at least 5 hit points.

Backhand. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) bludgeoning damage and the target is Stunned until the end of its next turn.

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CLASSIC | DUNGEONS | SCHOLOMANCE

When Lilian Voss would fall to zero hit points for the second time, she uses her last bit of willpower to launch a desperate attack against Darkmaster Gandling. In a flash of light and shadow, the Runeblades of the Anointed break against the Darkmaster's shield, but also succeed in breaking the shield as well. Suddenly vulnerable, the necromancer quickly teleports to his study, leaving Lilian broken upon the floor.

Undeterred, the Talking Skull chases after him. A broken and dying Voss tells the party to leave her to her fate and finish what she started. In its pursuit, the Talking Skull has opened a door into the Viewing Room to the south.


Lilian Voss

Medium undead, chaotic neutral


  • Armor Class 15
  • Hit Points 60 (8d8+24)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 16 (+3) 12 (+1) 14 (+2) 14 (+2)

  • Damage Immunities necrotic, poison
  • Condition Immunities Charmed, Exhaustion, Poisoned
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Common
  • Challenge 9 (5000 XP)

Runeblades of the Anointed. Lilian's attacks are magical and any creatures she kills cannot be resurrected.

Unwilling Vessel. When Lilian is reduced to 0 hit points, Lilian's Soul materializes above her corpse.

Actions

Multiattack. Lilian Voss makes two attacks.

Shadow Shiv. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d6+6) piercing damage. Hit or miss, all creatures within 5 feet of the target must succeed on a DC 14 Wisdom saving throw or take 7 (2d6) necrotic damage.

Death's Grasp. All hostile targets within 40 ft. must succeed on a DC 14 Strength saving throw or are pulled into melee range of Lilian.

Dark Blaze. A 10 ft. circle of dark flames pools beneath a hostile target within 60 ft. When a creature starts its turn in the circle or enters it for the first time that turn, it takes 14 (4d6) fire damage. The flames burn for one minute before dissipating.


Lilian Voss

"I can't... fight him..."

Course: Reeducation — The undead Lilian Voss strangled her father--a high priest of the Scarlet Crusade--for treachery, and then started a rampage that eventually led her into the shadowy corridors of Scholomance. Rather than destroy the intruder, Darkmaster Gandling graciously decided to show Voss how to embrace her grim fate. The anger and runeblades she had once directed at the school are now turned toward Gandling's enemies.

Lilian Voss (marked by a violet skull on the map) is a skilled and determined assassin. Neither death nor undeath will stop her quest for vengeance.

When Lilian Voss is defeated, the party may loot the Runeblades of the Anointed. The runeblades are currently broken and must be reforged by a skilled blacksmith (such as Magnus Frostwake) before they can be used.


Lilian's Soul

Medium undead, chaotic neutral


  • Armor Class 15
  • Hit Points 60 (8d8+24)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 16 (+3) 12 (+1) 18 (+4) 14 (+2)

  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities necrotic, poison
  • Condition Immunities Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Common
  • Challenge 9 (5000 XP)

Gravewalker. When Lilian's Soul is reduced to 0 hit points, her corpse reanimates. Use the Lilian Voss statblock, ignoring "Unwilling Vessel".

Blazing Soul. At the start of the soul's turn, all hostile creatures in line of sight take 4 (1d8) fire damage.

Actions

Multiattack. Lilian's Soul makes two attacks.

Unleashed Anger. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6+4) piercing damage and all hostile creatures in line of sight take 4 (1d8) fire damage.

Fixate Anger. A hostile target within 40 ft. must succeed on a DC 16 Wisdom saving throw or is unable to move until the end of its next turn. Until the end of the soul's next turn, she has advantage on all attacks against that target.

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CLASSIC | DUNGEONS | SCHOLOMANCE

6. The Viewing Room

The party enters the top of a multitiered lecture hall. A narrow set of stairs descends through the three raised levels in the room to the ground floor. Carved into the walls and ceiling of this chamber are thousands of stone skulls, their green glowing eyes illuminating the room and keeping a stern eye on any within. On the raised platforms are 3 (2d2) wooden lab tables, covered in lab equipment, books, and notes. At each table are a pair of Scholomance students, brewing fiery red concoctions in preparation for any intruders.

At the front of the lecture hall stands Professor Slate behind a table filled with many different potions. Behind him is a large bookcase filled with tomes and a huge portrait of Jandice Barov, from when she was still alive. The Dark Grimoire, one of the books the Talking Skull wishes to see destroyed, is on this bookshelf.

Floating within Professor Slate's largest beaker is the Talking Skull. It has found itself in hot water, or acid rather, having been captured by the fiendish potion master.

Once the Talking Skull has been saved it shakes itself dry, sending sizzling acid droplets around the room. Once it has recollected itself, the Talking Skull opens up the gate at the front of the room. Through which is a ramp descending into the Headmaster's Retreat.

Professor Slate

Course: Potions 201 — The undead Professor Slate is a scattered brained but talented alchemist. Having once studied under the esteemed Professor Putricide, he now serves the Scourge by teaching up-and-coming necromancers about all forms of blight, plague, ooze, scourge, and death delivery. He is best known for his creation of Polymorphic Acid, a potion which allows the living to appear as undead and the undead to appear as the living.

When Professor Slate is defeated, the party may loot Polymorphic Acid Vial.

7. Headmaster's Retreat

The deepest chambers of the Scholomance were once elaborate tombs for the Barov Family. When the crypts were converted into a necromantic academy, these tombs became the personal lairs of the school's most vile faculty and monstrosities, including members of the former ruling family. With the decline of the Scourge, many of these horrors no longer reside within the tombs leaving only the headmaster to manage the academy. Despite their absence, their dark influence can still be felt by the current inhabitants.

Darkmaster Gandling has retreated to this place to recover from Lilian Voss' final attack. Shadowflame magic swirls around the main room in a violent torrent as the dark necromancer desperately rips the souls from any students unfortunate enough to be here to fuel his vile ritual.

The adventurers will immediately enter initiative when they enter this room. Darkmaster Gandling will threaten and taunt them but will not attack until they attack him, instead preferring to continue channeling his ritual. At the start of his turn, Darkmaster Gandling will deal 3 necrotic damage plus 3 fire damage to all hostile targets in the room until he is attacked.


Professor Slate

Medium undead, chaotic evil


  • Armor Class 13
  • Hit Points 104 (16d8+32)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 18 (+4) 14 (+2) 14 (+2)

  • Damage Immunities necrotic, poison
  • Damage Resistances fire
  • Senses passive Perception 12
  • Languages Common
  • Challenge 6 (2300 XP)

Potions Master. At the start of Professor Slate's turn, roll from the table below twice to determine which actions he can use this turn.

Roll Potion Color
1-2 Fire Breath Potion red
3-4 Toxic Potion green
5-6 Potion of Brutish Force orange

Actions

Multiattack. Professor Slate makes two attacks.

Brutish Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) bludgeoning damage.

Fire Breath Potion. All creatures within 30 ft. and in front of Slate must succeed on a DC 17 Dexterity saving throw or take 22 (4d10) fire damage. On a success, take half as much damage.

Toxic Potion. Slate throws a vial at a target within 60 ft. All creatures within 10 ft. of the target must succeed on a DC 17 Constitution saving throw or take 10 (3d6) poison damage and are Poisoned. On a success, take half as much damage.

Potion of Brutish Force. Slate gains a +3 bonus to his Strength until the start of his next turn and makes two additional Brutish Strikes this turn.

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CLASSIC | DUNGEONS | SCHOLOMANCE

7a. Upper Study

The ramp down from the Viewing Room leads onto the northern side of the Upper Study. A stone balcony with angular iron railing wraps around the square chamber, allowing any on it to look down into the Headmaster's Study beneath them. Small multitiered tables sit in the outer corners of the balcony, each with dozens of candles burning on them. A massive iron wrought chandelier hangs over the center of the chamber above where Darkmaster Gandling is currently channeling his ritual. A narrow staircase on the northern side of the room leads down to the lower level.

Three side chambers, their iron gates currently magically sealed, are connected to this balcony. To the west is the Coven, to the south is the Hall of the Damned, and the Hall of Secrets is to the east. The gate for each room is sealed until all Failed Students inside are defeated or the Talking Skull opens it by succeeding on a DC 15 Arcana check (it has +5 Arcana).

7b. Headmaster's Study

Descending down the stone steps from the Upper Study leads into the Headmaster's Study. The Darkmaster, himself, currently stands atop a deep purple rug of Dalaran design frantically channeling swirling shadowflame magic in an attempt to rebuild his barrier before the party arrives. Around him are the desiccated remains of the students foolish enough to draw the necromancer's ire or unlucky enough to be here for his hasty return. Deep alcoves filled with bones cover the stone walls

Mirroring the Upper Study, three side chambers with magically sealed gates are connected to this level. To the west is the Vault of the Ravenian, to the south is the Barov Family Vault, and the Shadow Vault is to the east. Identical to the upper chambers, the gate for each room is sealed until all Failed Students inside are defeated or the Talking Skull opens it by succeeding on a DC 15 Arcana check.

Darkmaster Gandling

"If you haven't come here to study, I'll use you to teach a lesson!"

Course: Advanced Studies — The recent defeat in Andorhal has put Darkmaster Gandling in the foulest of moods. More than ever, all students of Scholomance are advised to impress him at every turn. Pupils who dissatisfy the headmaster will be removed from class to perform lab work... or become lab work.

Darkmaster Gandling (marked by a red skull on the map) is the unforgiving headmaster of Scholomance. He wields a mixture of fire and necromantic magic to divide and conquer his foes.

When Darkmaster Gandling is defeated, the party may loot Gloves of Explosive Pain.



Darkmaster Gandling

Medium undead, chaotic evil


  • Armor Class 14
  • Hit Points 135 (18d8+54)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 16 (+3) 19 (+4) 18 (+4) 16 (+3)

  • Damage Immunities necrotic, poison
  • Condition Immunities Charmed, Exhaustion, Paralyzed, Petrified, Poisoned, Stunned
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Common
  • Challenge 9 (5000 XP)

Actions

Multiattack. Gandling makes three attacks.

Incinerate. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 16 (3d10) fire damage.

Immolate. All targets in a 30 ft. cone must succeed on a DC 15 Constitution saving throw or take 14 (4d6) fire damage and are vulnerable to fire damage until the start of Gandling's next turn. On a success, take half has much damage.

Rise! (Recharge 5-6). Gandling raises 5 (2d4) Failed Students within 30 ft. of him. They are friendly to him and will obey his commands. While a Failed Student is within 30 ft. of him, Gandling is resistant to all damage.

Harsh Lesson (Recharge 4-6). Gandling teleports a hostile target within 50 ft. of him to one of the adjoining rooms. Roll from the following table to determine which room the target is sent to. Reroll if the room has already been used.

Roll Room
1 The Coven
2 Hall of the Damned
3 Hall of Secrets
4 Vault of the Ravenian
5 Barov Family Vault
6 The Shadow Vault

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CLASSIC | DUNGEONS | SCHOLOMANCE

7c. The Coven

Through the western gate in the Upper Study is the Coven. The floor of the chamber is slightly recessed with a pair of steep stairs leading to the entrance. The room is unadorned except for two purple banners with green flaming skulls emblazoned on them. An eerie purple light seems to glow from every stone within.

This vault was once the lair of Instructor Malicia, a high elf necromancer who joined the Scourge of her volition. Vestiges of her magic empower the 3 Failed Students in this room, giving them the Call of the Grave ability.


Call of the Grave. When the student is defeated, all non-undead creatures within 10 ft. it must succeed on a DC 14 Wisdom saving throw or take 4 (1d8) necrotic damage. On a success, take half as much damage.

7d. Hall of the Damned

Through the southern gate in the Upper Study is the Hall of the Damned. Dozens of candles, red and white, illuminate this room casting shadows across long stone plinths built through the chamber. Atop these platforms are piles of rotting flesh, brutally mutilated.

This was originally the operating room of Doctor Theolen Krastinov before moving his activities to the Butcher's Sanctum. The 3 Failed Students in this room wield his wicked tools, gaining the Rusted Blades ability.


Rusted Blades. Slam deals 7 (1d8+3) slashing damage and the target must succeed on a DC 13 Constitution saving throw or is dealt 2 (1d4) poison damage and is Poisoned until the end of its next turn.

7e. Hall of Secrets

Through the eastern gate in the Upper Study is the Hall of Secrets. Ornamented stone plinths are spaced evenly along the walls of the chamber with tattered dark violet banners hung above them. Burning braziers in the corners of the room cast a dim violet light.

Lorekeeper Polkelt once resided within this chamber. The 3 Failed Students in this room have been imbued with his acidic blood giving them the Corrosive Acid ability.


Corrosive Acid. Slam deals acid damage and if the target is wearing nonmagical metal armor, its armor takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.


7f. Vault of the Ravenian

Through the western gate in the Headmaster's Study is the Vault of the Ravenian. The musty chamber is adorned with green lamps, rugs, and fraying banners. In the back of the vault are three open pools of chest deep water.

While the eponymous creature no longer resides within the chamber, the 2 Failed Students here are molded in his image, granting them the Monstrous Strength ability.


Monstrous Strength. The student is a large creature with 18 Strength. Slam deals 11 (2d6 + 4) bludgeoning damage and the target must succeed on a DC 13 Strength check or is knocked back 10 ft. and Prone.

7g. Barov Family Vault

Through the southern gate in the Headmaster's Study is the Barov Family Vault, the tomb of Lord Alexei Barov. His massive sarcophagus with a statue of him laying on top of it is the centerpiece of the room. Behind the sarcophagus is a pool of waist-deep water.

Lord Alexei Barov was raised as a death knight and part of his power has been passed to the 3 Failed Students in this room, granting them the Unholy Aura ability.


Unholy Aura. Non-undead creatures within 10 ft. of the Failed Student are dealt 3 necrotic damage at the start of the student's turn and all healing effects are halved.

7h. The Shadow Vault

Through the eastern gate in the Headmaster's Study is the Shadow Vault, the tomb of Lady Illucia Barov. The room has flooded submerging a number of sarcophagi in ankle deep water. The raised alcove in the back of the chamber which housed the remains of Illucia is still above water.

While Lady Barov no longer haunts her own tomb, her influence remains giving the 3 Failed Students in this room the Mind Shriek ability.


Mind Shriek (Recharges on a Short or Long Rest). A creature within 30 ft. must succeed on a DC 14 Wisdom saving throw or it is dealt 5 (1d10) psychic damage and is Silenced until the end of its next turn.

CLASSIC | DUNGEONS | SCHOLOMANCE

Vengeance is Theirs

"Behold my true form. I owe you a debt, one which I can never repay. But, I thank you for lifting the curse off of my family. Kel'Thuzad, the Lich King, and now Darkmaster Gandling -- all are dead. Perhaps now I too can find some semblance of peace." — Spirit of Lord Alexei Barov

Once the Headmaster is defeated, the Talking Skull will reveal its true identity, the Spirit of Lord Alexei Barov. He will thank the party and lead them to the Barov Family Vault. Inside is a small fortune and the deed to Caer Darrow. Having no need for either, he offers both to the adventurers. His vengeance served and his family avenged, he then dissipates, leaving the party to find their own way out of the labrynthian crypts.

As the adventurers pass through the Bone Vault, they may notice that Lilian Voss is nowhere to be found. What became of her is a mystery for now.

Ascending from the tunnels beneath Caer Darrow, the party reemerges atop the bluff overlooking the rest of Caer Darrow. It's subtle, but the veil of despair that once gripped the island seems to have lost its strength. Looking beyond the shores of Lake Darrowmere, the adventurers can see the Western Plaguelands. While the healing of these lands has been a slow process, patches of green grass and new saplings now dot the scarred landscape. The actions of the party within Scholomance will certainly contribute to this healing. Caer Darrow and the rest of the Western Plaguelands will one day be free of the blight of the Scourge.

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CLASSIC | DUNGEONS | SCHOLOMANCE

Treasure

This section provides descriptions for the treasure found within the Scholomance. The source of each of these items is given in the above sections.

         Goresoaked Headreaper

            Weapon (battleaxe), rare (requires attunement)
This roughly made, but effective battleaxe seems drawn to spilled blood. A slow constant stream of blood drips from its jagged edge.

You gain a +1 bonus to attack and damage rolls made with this magic weapon. After defeating 100 creatures while wielding this weapon, this bonus is increased to +2.

If the target of an attack with this weapon is missing any hit points, this weapon's damage dice are increased to 1d10 (1d12 if wielding two-handed).

         Gloves of Explosive Pain

            Wondrous item, rare (requires attunement)
The wearer of these fingerless gloves has a constant ache in their hands, but weaves fire and death to great effect.

When you deal fire damage to a target you also deal necrotic damage equal to your proficiency bonus to it.

When you deal necrotic damage to a target you also deal fire damage equal to your proficiency bonus to it.

When a creature is reduced to zero hit points by fire or necrotic damage you do, it must succeed on a Constitution saving throw against your spell save DC or explode. This explosion deals 1d8 fire damage plus 1d8 necrotic damage to all creatures with 10 ft. of the creature.

         Icewrath Belt

            Wondrous item, rare (requires attunement)
The blue crystal buckle of this belt flares with cold energy when its wearing casts ice magic.

When you deal cold damage to a creature it becomes Chilled until the end of your next turn. Chilled creatures have their speed reduced by 10 ft. and have disadvantage on Dexterity saving throws. When you deal cold damage to a Chilled target you deal additional cold damage equal to your proficiency bonus.

         Krastinov's Bag of Horrors

            Wondrous item, rare
This dripping, crimson bag contains tools and components to perform crude cosmetic surgery.

Once per day, you may make a DC 15 Medicine check to change the appearance of a creature to look like Doctor Theolen Krastinov for one hour. While using this appearance you have advantage on Intimidation checks.

         Phantasmal Drape

            Wondrous item, rare (requires attunement)
Once per long rest, you may use an action to activate this cloak. When activated, you are Inivisble until the effect ends. Anything you are wearing or carrying is Invisible as long as it is on your person. The effect ends at the end of your turn or when you attack or cast a spell.

Additionally, you create 1d4 friendly Phantasmal Images of you within 5 ft. of your position. They disappear automatically after when you take 15 total damage since using this effect.


         Polymorphic Acid Vial

            Wondrous item, rare
A glass vial filled with a thick, acrid green liquid.

Drinking from this vial casts polymorph on you. Your new form must be an undead creature of CR 6 or lower. There is enough acid in the vial for 3 uses.

         Runeblades of the Anointed

            Weapon (shortsword), rare (requires attunement)
The once blessed blades, Unquenchable and the Hand of Providence, have been reforged in the blood of the guilty and are now known as the Runeblades of the Anointed.

You gain a +1 bonus to attack and damage rolls made with these magic weapons.

While wielding these weapons you may spend an action to activate one of the following runic powers. Only one power may be active at a time and it cannot be reactivated until dawn the next day. The power is lost if you are Incapacitated, drop the weapons, or take a Short or Long Rest.

Rune of Razorice. Attacks made with these weapons deal an additional 2 cold damage. When a creature is dealt cold damage by these weapons, their AC is reduced by 1 until the start of your next turn. This effect can stack up to 3 times.

Rune of the Fallen Crusader. You gain a +2 bonus to your Strength ability score while wielding these weapons. When a creature is dealt damage by these weapons, you regain 1d6 hit points.

Rune of the Stoneskin Gargoyle. You gain a +2 bonus to your AC while wielding these weapons. The first time you deal damage with these weapons on your turn, you gain a +1 bonus to 3 ability scores of your choice until the end of your next turn. This effect cannot be used multiple times on the same ability score at once.

As an action, you may plunge both swords into the heart of a defeated humanoid or undead creature of CR 9 or lower. When you do, they cannot be resurrected by any means.

         Storm Gauntlets

            Wondrous item, rare (requires attunement)
A pair of heavy blue steel gauntlets that crackle with static electricity. They require at least 14 Strength to wear.

Once per short rest you may activate the gloves for 30 seconds. During this effect, your melee attacks deal an additional 3 lightning damage.

CLASSIC | DUNGEONS | SCHOLOMANCE

Monsters

This section includes stat blocks for all non-boss monsters found in the Scholomance. These monsters can be used either by using the Random Encounter Tables found in each section or building your own encounters.


Boneguard

Medium undead, chaotic evil


  • Armor Class 13
  • Hit Points 16 (3d8+3)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 11 (+0) 13 (+1) 6 (-2) 12 (+1) 10 (+0)

  • Damage Vulnerabilities bludgeoning
  • Damage Immunities necrotic, poison
  • Condition Immunities Exhaustion, Poisoned
  • Senses darkvision 60 ft., passive Perception 11
  • Languages understands Common but can't speak
  • Challenge 1/2 (100 XP)

Actions

Bone Sword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage.
 

Boneweaver

Medium undead, chaotic evil


  • Armor Class 13
  • Hit Points 27 (5d8+5)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 12 (+1) 15 (+2) 12 (+1) 10 (+0)

  • Damage Vulnerabilities bludgeoning
  • Damage Immunities necrotic, poison
  • Condition Immunities Exhaustion, Poisoned
  • Senses darkvision 60 ft., passive Perception 11
  • Languages understands Common but can't speak
  • Challenge 1 (200 XP)

Actions

Bone Shards. All creatures within a 30 ft. cone must succeed on a DC 13 Dexterity saving throw or take 10 (3d6) piercing damage. On a success, take half as much damage.

Weave Bones (Recharge 5-6). Summon 1d4 friendly Boneguards from a Bone Pile within 15 ft.


Candlestick Mage

Medium humanoid (human), chaotic evil


  • Armor Class 13
  • Hit Points 45 (7d8+14)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 14 (+2) 16 (+3) 12 (+1) 14 (+2)

  • Skills Perception +5
  • Damage Resistances fire, necrotic
  • Senses passive Perception 15
  • Languages Common
  • Challenge 2 (450 XP)

Drawn to the Flame. When the mage starts its turn within 10 ft. of a Illusionary Candle, it summons 2 (1d4) Boneguards within 20 ft. of the candle. It also has advantage on spell attack rolls and creatures have disadvantage on saving throws against its spells until the end of its turn.

Actions

Flickering Flame. Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 11 (2d10) fire damage and the target is Blinded until the start of the student's next turn.

Skin Like Wax. A creature within 60 ft. must succeed on a DC 13 Constitution saving throw or take 7 (2d6) fire damage plus 7 (2d6) necrotic damage and the affected creature believes its skin is melting from its bones. On a success, take half as much damage.

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CLASSIC | DUNGEONS | SCHOLOMANCE


Failed Student

Medium undead, chaotic evil


  • Armor Class 12
  • Hit Points 18 (4d8)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 11 (+0) 8 (-1) 10 (+0) 4 (-3)

  • Damage Immunities necrotic, poison
  • Condition Immunities Exhaustion, Poisoned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages understands Common but can't speak
  • Challenge 1/2 (100 XP)

Student of Scholomance. Failed students gain extra abilities based on what room they are found in.

Actions

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


<img src=https://imgur.com/OLaxEGj.png style='position:absolute; bottom:0px; left:-70px; width:600px; mix-blend-mode:darken' />

<img src=https://imgur.com/5BnPQgX.png style='position:absolute; top:0px; right:130px; width:220px; mix-blend-mode:darken' />


Flesh Horror

Large construct, chaotic evil


  • Armor Class 11
  • Hit Points 95 (10d10+40)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 19 (+4) 6 (-2) 10 (+0) 5 (-3)

  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities necrotic, poison
  • Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages understands Common but can't speak
  • Challenge 5 (1800 XP)

Immutable Form. The golem is immune to any spell or effect that would alter its form.

Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.

Magic Weapons. The golem's attacks are magical.

Meat Grafts. The golem has four Meat Grafts attached it. These grafts have 10 hit points each but otherwise share the Flesh Horror's stats. The grafts can only be damaged if they are the target of an attack. A creature can use a bonus action to make a DC 14 Perception check to identify one graft so it can be targeted.

At the start of the golem's turn, it regains 10 hit points for each Meat Graft attached to it. When a graft is defeated, the golem's maximum hit points are reduced by 20.

Actions

Multiattack. The golem makes two attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) bludgeoning damage.

CLASSIC | DUNGEONS | SCHOLOMANCE


Krastinovian Carver

Medium undead, chaotic evil


  • Armor Class 14
  • Hit Points 52 (8d8+16)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 12 (+1) 14 (+2) 8 (-1)

  • Damage Immunities necrotic, poison
  • Condition Immunities Charmed, Exhaustion, Poisoned
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Common
  • Challenge 2 (450 XP)

Boiling Bloodthirst. The carver starts with one stack of this effect. For each stack, all damage dealt by and dealt to the carver is increased by 1. When the carver is defeated, all Krastinovian Carvers within 25 ft. of it gain a stack of Boiling Bloodthirst for each stack it had on death.

Actions

Multiattack. The carver makes two attacks.

Bloody Cleaver. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage.
 

Reanimated Corpse

Medium undead, chaotic evil


  • Armor Class 13
  • Hit Points 27 (5d8+5)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 12 (+1) 6 (-2) 10 (+0) 6 (-2)

  • Damage Immunities poison
  • Condition Immunities Charmed, Exhaustion, Poisoned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages understands Common but can't speak
  • Challenge 1 (200 XP)

Dark Plague. The zombie emits a cloud of disease in a 5-foot sphere around it. When a creature enters this area for the first time on a turn or starts its turn there, it must succeed on a DC 13 Constitution saving throw or take 7 (2d6) poison damage. On a success, it takes half as much damage.

Actions

Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

<img src=https://imgur.com/Ik6RIoK.png style='position:absolute; top:0px; right:00px; width:430px; mix-blend-mode:darken' />


Risen Guard

Medium undead, chaotic evil


  • Armor Class 15
  • Hit Points 75 (10d8+30)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 16 (+3) 6 (-2) 10 (+0) 5 (-3)

  • Skills Perception +4
  • Damage Vulnerabilities bludgeoning
  • Damage Immunities poison
  • Condition Immunities Exhaustion, Poisoned
  • Senses darkvision 60 ft., passive Perception 14
  • Languages understands Common but can't speak
  • Challenge 3 (700 XP)

Actions

Multiattack. The skeleton makes two attacks.

Unholy Blade. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage and the target's AC is reduced by 1 for 1 minute. This effect stacks.

Impale. Ranged Weapon Attack: +3 to hit, range 30/120 ft., one target. Hit: 14 (3d8+1) piercing damage and the target's speed is reduced to 10 ft.

CLASSIC | DUNGEONS | SCHOLOMANCE


Scholomance Acolyte

Medium humanoid (human), chaotic evil


  • Armor Class 13
  • Hit Points 45 (7d8+14)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 14 (+2) 16 (+3) 12 (+1) 14 (+2)

  • Damage Resistances cold, necrotic
  • Senses passive Perception 11
  • Languages Common
  • Challenge 2 (450 XP)

Unbound. When the student would be reduced to 0 hit points, its spirit separates from its body. During this effect, it is immune to damage and can only use Spirit Barrage as an action. At the end of its next turn, the spirit and student are defeated.

Actions

Shadow Bolt. Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 11 (2d10) necrotic damage.

Shatter Soul. A creature within 60 ft. must succeed on a DC 13 Wisdom saving throw or take 10 (3d6) necrotic damage and become Fatigued for 1 minute. On a success, take half as much damage.

Spirit Barrage (only when Unbound). All hostile creatures in line of sight within 120 ft. must succeed on a DC 13 Dexterity saving throw or take 11 (2d10) necrotic damage.


Scholomance Neophyte

Medium humanoid (high elf), chaotic evil


  • Armor Class 13
  • Hit Points 52 (7d8+21)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 16 (+3) 16 (+3) 12 (+1) 12 (+1)

  • Damage Resistances cold, necrotic
  • Senses passive Perception 11
  • Languages Common
  • Challenge 2 (450 XP)

Necrotic Pact. When the student or an undead creature summoned by it takes damage, the damage is divided evenly between the student and all of its summoned undead creatures.

Actions

Shadow Incineration. Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 5 (1d10) necrotic damage plus 5 (1d10) fire damage.

Bound Servant. The student summons a friendly Boneguard within 20 ft. which shares its initiative.
 

Scholomance Student

Medium humanoid (human), chaotic evil


  • Armor Class 13
  • Hit Points 45 (7d8+14)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 14 (+2) 16 (+3) 12 (+1) 14 (+2)

  • Damage Resistances fire, necrotic
  • Senses passive Perception 11
  • Languages Common
  • Challenge 2 (450 XP)

Actions

Shadow Bolt. Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 11 (2d10) necrotic damage.

Shadow Nova. A wave of necrotic energy erupts from a target within 60 ft. All creatures within 10 ft. of the target must succeed on a DC 13 Wisdom saving throw or take 10 (3d6) necrotic damage. On a success, take half as much damage.

Fire Breath Potion (Recharges on a Short or Long Rest). All creatures within 15 ft. and in front of the student must succeed on a DC 15 Dexterity saving throw or take 18 (4d8) fire damage. On a success, take half as much damage.

<img src=https://imgur.com/sn1BYOT.png style='position:absolute; bottom:-50px; left:0px; width:430px; mix-blend-mode:darken' />

CLASSIC | DUNGEONS | SCHOLOMANCE