Gild of Redemption

The Lorn Crux is a harsh canyon in the land of Aranidel said to be a scarring gash of the world in a battle between the Primordials and Gods. This canyon has separated the three ruling kingdoms of Aranidel which have changed over time but are currently the Rintharian Conclave, Drastia, and Evosi. Amid this wound of the world is a massive golden structure with large bridges spanning the Crux to each of the kingdoms and has recently come to be called the Gild of Redemption. This structure is said to be bestowed by a wandering God, a gift of the Traveler. Wars have been waged over control of this enigmatic structure for centries, until a mysterious organization known as the Mercuriate siezed control of the area and established itself as a neutral third party for diplomatic meetings as well as the strengthening of trade between the kingdoms.

The Mercuriate control trade between the major kingdoms, as well as attracting throngs of people with the Caverns of Adamant Death. The Caverns give the criminals of the kingdoms a chance at freedom if they can make it through the deadly gauntlet filled with monstrosities not seen in other places of the known world. This adventure is meant to be played by 3rd level characters. This adventure is meant to have a feeling of survival with dangerous encounters and each player recieving many magical items to inspire the feeling of survival.

Synopsis

The Mercuriate is the only ruling power of the Gift of the Traveler to truly explore its secrets and shortly after their established dominion had it promptly renamed to the Gild of Redemption. The Mercuriate forged agreements with the three kingdoms to act as a prison for the criminals in the kingdoms of Aranidel. These criminals are called the "Gifted" and are given a powerful magical item with a shot at redemption as the Gifted are teleported into the deepest depths of the Gild in a massive unmapped gauntlet called the Caverns of Adamant Death. If the Gifted survive the rigors in the many levels of the Caverns of Adamant Death they emerge in a large Colosseum to be redeemed of all of their crimes. This large Colosseum in the middle of the Gild of Redemption projects images of the Gifted as they travel through deadly caverns, drawing large crowds ranging from royals of the neighboring kingdoms to the destitute that save for years to see the spectacle.

The Mercuriate largely remain a mystery to the neighboring kingdoms but the triumvirate that lead it known as Lexian Daxos, Verazun Bozarth, and Ralzoren Vaxillian all seem to be known in many circles though many have never been seen and work largely through representitives when meeting with someone not in the Mercuriate. The number of people that work for the Mercuriate or the Strength of their forces is also unknown as it seems like the people in the guard change almost daily and seem to sport impressive magical items. Spies from all kingdoms sent to discover more about the Mercuriate seem to quickly disappear into the Caverns of Adamant Death as a Gifted where the people of the kingdoms view them being destroyed by the gauntlet

of the caverns. This has led many kingdoms to send more forces to discover the secrets behind the Mercuriate to gain the influence and power of the Gild of Redemption for themselves.

Origin of the Mercuriate

The Caverns of Adamant Death were the beginnings of the cult of the Traveler, who were given this gift of their diety to persue the advancement of their power. This cult is largely ruled by Dopplegangers and shifters who work in secret to sabotage those who would control the Gild. Over the Centuries many have controlled the top levels of the Gild, but none have worked their way into the Caverns of Adamant Death. The Cult of the Traveler have many evolutionists and artificers that create powerful magical creations and monstrosities to attack those in control of the Gild at key moments. The cult eventually expanded their reach, infiltrating parts of each kingdom and pitting them against each other as they fought over the Gild and the cult prepared a time in which they could rule the Gild and bring Drastia, Evosi, and the Rintharian Conclave under their control. After hundreds of years the time arrived, the cult of the Traveler named themselves the Mercuriate, led by a triumvirate, and used a newly born Elder Brain and its handful of Mind Flayers to spurn the entrenched Drast and Rinthari forces that occupied the Gild.

The lead artificer of the Mercuriate, Lexian Daxos, is a doppleganger that creates the magical items given to the Gifted to test out the boundaries of enchantments. Lexian has a powerful enchantment of mind shielding and has a device implanted inside the Elder Brain and themselves that will kill one when the other dies. This threat to the newly created Elder Brain keeps it in fickle servitude. This Elder Brain keeps its small group of Mind Flayers locked into psychic projection tanks that scour the Caverns to watch the Gifted while the Elder Brain projects the images and sounds into the specially crafted Colosseum, bringing royals and masses to the Gild. The Mercuriate use the Elder Brain to gleam secrets or information from the surface thoughts of those that arrive to either use as leverage or sell to the thieves guilds in the various kingdoms.

Verazun Bozarth is a Doppleganger evolutionist and arcane manipulator that has created countless twisted creatures in the search of creating the perfect creature. Verazun has a thirst for survival and experiments on themselves as well as others in their employ to elevate the Mercuriate to perfection. Verazun watches the Gifted intently any time they fight a creature they created to see how their experiment fares and will hastily create creatures made specially for those that get closer to end of the Caverns to prove their evolutionary superiority.

Ralzoren Vaxillian is a werebear that leads the Gild Guard that holds the bridges and keeps order in the city. Most of the Gild Guard are changelings and change their appearance regularly to make the Gild Guard seem like their numbers are more numerous that anyone can imagine. Ralzoren never shows his werebear form when other non-Mercuriate are watching but still prefers to lead through strength and an intimidating presence.

PART 1 | Gild of Redemption

Caverns of Adamant Death

Below are a few options to start the adventure inside the Caverns of Adamant Death.

Beware the Gift of the Traveler

Your party is approached by a stranger or even a person that looks like a trusted npc that has given them missions in the past. You recieve a mission to gain information and infiltrate the upper levels of the Gild. To perform this dangerous mission they will give each player a magical item. Once the characters agree to accept the gifts or mission the characters will be transported to the bottom of the Caverns of Adamant Death by the Traveler. The will of a chaotic God that walks the plane is mysterious.

Kingdom Come

There has been a trend with any secret investigation into the Mercuriate that the spy quickly ends up in the Caverns of Adamant Death. Your party is contacted to spy on members of the Mercuriate by one of the powerful kingdoms in the area for varying reasons. Drastia would want to find out the truth of how the army they had at the Gild when it got taken over by the Mercuriate was killed and what is behind the fabricated memories of those that returned. Rintharian Conclave would seek to find out a weak point in the Mercuriate's defences to strike with vengence in remembrance of their forces that were lost. Evosi seek to understand what the Gild and Caverns are while trying to understand what plans the Mercuriate have for controlling it.

When the characters accept they will be provided means of transport to the Gild of Redemption and set on a path to investigate the activities of the Mercuriate. When the characters get found out by a probing doppleganger, Elder Brain, or the inquiries of a Gild Guard to their activities they will be knocked either from a fight with the Gild Guard or a psychic attack from the Elder Brain. The characters will awake in the Caverns of Adamant Death in a room locked from the inside with a new magical item on their person and a searing mental message from Lexian Daxos through the Elder Brain explaining where they are and to not die too fast, as the Colosseum loves a good show.

Road to Redemption

If your players get into legal trouble by killing someone in town, assaulting guards, or even being framed for a crime they didn't commit. If your players get incarcerated, have them shipped to the Gild of Redemption for induction into the Gifted. The Players will be taken by the Gild Guard and escorted into the teleportation holding cells in the Gild Guard Command level, given a magical item, and then teleported into the bottom of the Caverns of Adamant Death into a room with the door locked from the inside and tasked with making their way out to reach redemption.

Dungeon Characteristics

The following characteristics are shared to all levels of the Caverns of Adamant Death and Gild of Redemption, unless otherwise noted in a specific description.

The characters will be viewed often as arcane eyes relay their actions and shown in the Colosseum. Because of this sometimes creatures may be released to surprise the characters, though almost all encounters will not have this information and act out as though the characters are not being watched.

Psychic Resonator

To extend the psychic influence of the Mind Flayer and relatively young Elder Brain being controlled by the Mercuriate, Psychic Resonators have been created around the Caverns of Adamant Death. These large runed crystaline objects are mostly stored in the old structures of the Cult of the Traveler which are usually behind a hidden illusion entrance, and usually only have a couple of resonators in each level of the caverns. A Psychic Resonator is size Large with an AC of 13, 27 (5d10) hit points, and a Damage Threshold of 15. In addition a resonator that is under threat can project a mind blast through the power of a Mind Flayer psychically controlling it.

Mind Blast (Recharge 5-6). The resonator magicaly emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 13 Intelligence saving throw or take (11) 2d8 + 2 psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself as a success.

Dimensional Barriers

The dungeon was created by the Traveler and their magic protects the structure. No spell or trait allows anyone to pass through the outer wall of the structure or between levels of the dungeon unless it is from the level Gild Guard Command. For instance, a wizard might use a dimension door spell to teleport from one level to the next or out of the dungeon into the Lorn Crux, but no spell permits teleportation out of the level in which the spell was cast. Similarly, a wizard might cast a passwall spell to burrow from one area to another. If the tunnel would pass from one level to another or outside, then the tunnel ends halfway between the origin point and the possible exit point. In any case, the caster knows why the spell didn't work as intended. Further, an incorporeal or ethereal creature can't pass between levels or outside.

A detect magic spell can't penetrate the structure of the dungeon to sense dimensional barriers.

Light

In the rocky cavern levels of the dungeon dim light is provided by bioluminescent mushrooms and other small creatures that roam the areas, constructed areas in cavern levels will be well lit by torch light. Levels of constructed areas will often be lit by torchlight or orbs of arcane light.

PART 1 | Gild of Redemption

Traps and Secret Entrances

The Mercuriate has used magic to hide secret caches for the Gifted as a test as well as to hide their old experimentation rooms and old unused rooms when they used to inhabit the Caverns. A successful DC 20 Wisdom (Perception) check is required to find a typical secret door. Some levels also contain traps or small kobold villages that delight in the making of traps. Many traps are located in the DMG or with Kobold entries in Volos Guide to Monsters.

Dungeon Denizens

The Mercuriate, also known as the Cult of the Traveler when they inhabited the Caverns of Adamant Death, have filled the Caverns with experiments, monsters, and recently with the Gifted.

The Gifted

The Gifted are a varied humanoid group of alleged criminals that can range from bloodthirsty sociopaths to street urchins or even people who were falsely accused. Gifted are sent to the Caverns in named groups of 3 to 5 incarcerated to increase their chance of survival, those who do not have a group are called the Unbound Gifted and are met with trepidation. Approaching or being approached by the Gifted, especially an Unbound Gifted, is largely a risky proposition since the spectrum of people is so varied. You wouldn't know if you would be helping a person that just wants some help getting to a higher level or a Gifted that just wants to find other Gifted to slaughter them and take their magic items to give themselves an edge in surviving.

The Compleat of Verazun

The experiments and monsters created by the Mercuriate Verazun infest the Caverns. Most of these are very dangerous creatures created to be the pinacle of a purpose, although not every purpose is to hunt. There is a Compleated Flumph named Telthesia that used its powers to escape the prying eyes of Verazun and seeks to bring their downfall. The experiments that seek the downfall of their creator are few, but do exist.

Makeshift Villages

There are a few ramshackle villages that can be found inside the Caverns of Adamant Death. In the pit of despair there is a ramshackle structure called Elusion that is a gathering of the Gifted that have given into despair and instead try to live a life in the Caverns of Adamant Death. Elusion still has an oft refreshing population as the Mercuriate send experiments towards it more often to torture and test the residents.

Reduced-Threat Monsters

A reduced-threat monster uses a normal monster's statistics, but it has half the normal hit point maximum and takes a -2 penalty on attack rolls, ability checks, saving throws, and saving throw DCs.

A reduced threat creature that is based on a creature bigger than Large is instead Large. Some specific reduced-threat creatures also make changes to the abilities they can use. A reduced-threat creature is worth half the normal XP earned for defeating it.


Resting

This adventure is a dangerous survival gauntlet through unknown locations that have monstrosities and other Gifted roaming the areas. You can try to secure locations temporarily for short or long rests however the possibility of a random encounter during a rest is likely depending on the location the characters can manage to secure.

Character Death

When a character dies a player has a few options on how to introduce their new character. The most common way to introduce another character is to have the party meet another Gifted in whatever area the party is at or they could be being held as a prisoner. In addition a character may also be given the option to come back as a Revenant which is a being brought back to life to complete a critical task such as leaving the Caverns of Adamant Death. Once the task is completed you find rest, die and cannot be restored to life. The Revenant can be found in the Gothic Heroes Unearthed Arcana supplement.

Dungeon Levels

Most cavernous levels have natural ceilings from 20 feet to 30 feet high. The higher levels of the dungeon usually have constructed ceilings from 40 feet high to vaults of 60 feet high. The following levels are presented from the highest to the lowest levels. Some creatures appearance and story can be found later in the supplement.

Mercuriate Helm

The top level of the Gild of Redemption is where the Mercuriate triumvirate meet and their quarters, as well as the enchanting tinker chambers of Lexian Daxos. The Elder Brain is in the center of this level in a sunken pit and psychic projection chambers that are controlled by Mind Flayers span the circumference.

Gild Guard Command

This level houses barracks for the Gild Guard, the communication hub office of Ralzoren, as well as the teleporting holding cells for the Caverns of Adamant Death. The experimentation labs of Verazun are also partly contained here, along with a handful of close assistants. There is also a part of the level that serves as housing for members of the Mercuriate.

Gild Emporium

This is the main trading hub of the Gild connecting the trade of the three neighboring kingdoms, and it is patrolled the most by the Gild Guard. Many of the structures house businesses and are mostly controlled by members of the Mercuriate. In the middle of this level is also the Colosseum of the Redeemed which gathers thousands of people near and far to join in the sights, as well as the large amounts of gambling that can be had when betting on the fate of the Gifted. If a group of Gifted make it to the Colosseum and are composed of members from other groups, the last test is that only one group may be redeemed, and a fight to the death between the members of seperate groups will begin.

PART 1 | Gild of Redemption

Transcendence Trials

The level of the trials are hardly ever reached but have the most deadly compleated of Verazun as well as the bulk of their labs. The failed experiments are sent to the butcher for disposal and either put to use or dropped into the Dross Bog. Whenever an experiment yields a favorable result, Verazun teleports to the labs in the Gild Guard Command level to fine tune their creation and send the iterations into the various levels of the Caverns of Adamant Death. The lab entrances are incredibly hidden and most will only find their way into a few chambers before the entrance into the Colosseum. These Chambers will have monstrosities customized to break anyone who would make their way past the Butcher and the rest of the failed monstrosities. The entrance to the Colosseum of Redemption is after a few test chambers that is made to break you before you get redemption.

Halls of Slaughter

This level is made up of mostly worked stone hallways and interconnecting chambers, the ground is a deep crimson from the years of blood that has been freely flowed through the halls. There are small canals along the side of some hallways that carry small streams of blood to flow into the Dross Bog. Many cages, chains, and webs are spread along this level with many of the cages containing Aranea who lead Gifted into traps with the Butcher, while others just have Gifted who have not been tortured yet. The entrance to the next level is through the lair of the Butcher and this level contains two Psychic Resonators, one in the Butcher layer and one behind an illusory door.

Dross Bog

This bog is home to many necromantic creatures and has a few dead pools, large areas of bodies that are lifeless, but the necrotic essense of this level makes the pits move as if they were pools of water with a breeze moving across them. These dead pools sometimes give rise to Gravelords, living undead of a mass of zombies that can be torn apart and reassembled. Bone piles, also known as the Marrow Rungs, form into passageways to the Halls of Slaughter although only seem to form near dead pools with new bodies of various creatures and blood falling into the Dross Bog from the Halls of Slaughter.


The Dross Bog also has a small village of kobolds led by the devious Rud and Tud, who use their necromancy magic to have undead patrol the perimeter, as well as the other few Kobold that live in the village making traps to take any valuables from the Gifted that would succumb to the traps. This level has many undead, koblold, and other monstrosities such as the Thazurann that roam its foul ground. One resonating Crystal is in the Kobold city as well as in the dead pools.

Forest of Predation

This level has high rising ceilings that can reach up to 400 feet containing large stalagtites that can reach the size of small mountains. These large stalagtites are covered with vegetation and have large vine like trees and hanging gardens that obscure the features of the ceiling in the level, as well as having purified waterfalls that create regenerative pools in the level. The floor has dense vegetation that makes finding the prowling monstrosities in the level from a direction difficult. The rejuvination pools help to revitalize those who drink from the pools, and as such have an increased chance to encounter random creatures partaking of it. This level's magical creation exudes a light that keeps the level looking as though it was in the daylight, although the large stalagtites and thick ground vegetation shades many areas of the forest, making some areas have dim light or even complete darkness.

Pit of Despair

The Pit of Despair is the safest level of the Caverns from the savages of monstrosities, however it is rife with the threat of other Gifted that have not yet seeked their redemption. There is a makeshift village of Gifted called Elusion that can be found in this level that gives the largest chance for trade or safety from the monsters of the Caverns. Elusion has a Psychic Resonator in a secret room under Auriana's chambers and sets up monstrosity engagements in Elusion to attract the most entertainment. Elusion is mostly made up of people who have given into the despair of the Caverns, instead seeking to try and live as long as the can in these deadly caverns, the only law of Elusion is that you must fight any invading Monstrosities, and if you do not the punishment is death.

PART 1 | Gild of Redemption

Running the Caverns of Adamant Death

There are no maps or specific quests listed in this document, and even the levels of the Caverns can be expanded upon, shortened, or even the size of each level can be customized to how long or epic you would like the adventure into the Caverns of Adamant Death to be. Below are a few larger quest hooks that can be used, however many of the encounters can be intereacting with other Gifted NPC's as they each try to reach the end of the Caverns, or from discovering a new monstrosity and how to defeat it.

Defense of Elusion

When the party first finds Elusion, it may be unsure as to how they should approach, if they are close to Elusion they can get attacked by a monstrosity, alerting those of Elusion who will come out to help the party defeat the creature, as well as any others that also arrive. The party could also meet Auriana in the fight, who welcomes them to Elusion and gives them the information of the predicament they are in. Auriana may even send the party on a mission for Elusion, which is likely to involve a monstrosity trap set up by the Mercuriate for betting and attendence in the Colosseum.

Prey of Evina

The party within the first couple levels of the Caverns and after surviving an encounter with a monstrosity might be attacked by Evina Blackthorne, who preys upon the Gifted and collects magical items. If the party succeeds they will most likely find quite a few magical items as a reward for defeating the stalker and killer of many Gifted.

Telthesia's Revolution

The Party will be telepathically communicated with by an invisible Flumph, Telthesia. Telthesia's goal is to kill the Mercuriate, starting with Auriana in Elusion and destroying the Psychic Resonators that give the Mercuriate power in the Caverns. Telthesia can sense the presence of the Resonators, and as such is a valuable asset in discovering the secret or illusory doors leading to the rooms they are stored in. Be aware that seeking out and destroying these resonators might enrage the Mercuriate and other members of the Mercuriate in the Caverns or even Verazun themself might seek you out. If Verazun arrives they will most likely have a monstrosity created specifically to kill your party and then teleport away if things do not work out, although stopping her from using her amulet to teleport away would be crucial in finding ways to destroy the Mercuriate.


Halls of Distress

In the Halls of Slaughter there are many cages that house Aranea or even Gifted. The Aranea pose as Gifted and try to get the party to set them loose and they will show them the way out, leading them to the chambers of the Butcher. The Aranea will then use illusions to make it seem like a large rock wall blocks the way they came in and the Aranea will turn into their hybrid form, assisting the Butcher by walking through the illusion if the Butcher falls to half health. Depending on the strenght of the party the Butcher might have phase spiders in the room that will also assist.

Curse of the Dross

The Dross Bog could house a Hag that would deal with the party, either by the party giving up something the Hag can use against them later, or to kill Rud and Tud who lead the Kobold village in exchange for power. The party could deal with this hag, or kill them. The party could also bring the dead hag to the Kobold village as a peace offering to deal with the party.

Horrors of the Past

In the Dross Bog among the dead pools, doppleganger zombies could rise up from the pools to attack the party. The zombies are like regular zombies, but they shapeshift into a creature that the player character would not want to attack or that would strike fear into them. A creature such as a loved one, family member, the haunting visage of the first person they have killed, or a figure that has scarred their past.

Deathly Greed

The Party could find themselves in a place of jewels, gold, and magical items. Either by searching around or led there by a Gilderan or Potion of Greed. This place is the lair of a Greed Spider, that is almost draconic in its desire for valuables. The Jewel Trap of the spider could have a magical item attached to the spider instead that will trigger the attack from the spider. Depending on the strength of the group there may be multipe small spiders that the Greed Spider commands to attack as well.

Corrupt Forest Lord

When the Party arrives to the Forests of Predation they alert the Death Walker, a failed attempt to compleat a Unicorn by Verazun. The creature leaves behind necrotic footprints and has a sickly coat. The Death Walker has the stats of a Reduced-Threat Unicorn, but is chaotic evil and its healing touch deals necrotic damage instead of healing.

PART 2 | Running the Caverns of Adamant Death

Characters of Note

Akasha (Gifted; Oathbound)

Akasha is a Necromancer and member of the Oathbound group of Gifted. Akasha keeps an armored Zombie with her that she uses to do her bidding, This Zombie is called Null and used to be the fourth member of the Oathbound who expired early in their arrival to the Caverns and Akasha protects Null more than she would the other members of the Oathbound, because even though they are undead and slowly rotting away, Akasha does not want to lose her unrequited love again.

Auriana (Mercuriate)

Auriana is the masked ruler of Elusion, although there is no set rulership of Elusion Auriana has been there since anyone has known and enforces the one law of Elusion. Auriana is a high ranking member of the Mercuriate that safeguards the Psychic Resonator in the Pit of Despair, as well as working to set up monstrosity attacks against Elusion to create the most entertainment for those watching in the Colosseum.

Auriana is a doppleganger, that will use their shapeshifting powers to walk around Elusion posing as other Gifted with their accumulated years of disguises.


Dazzirul (Gifted; Apothecariate)

Dazz is a member of the Apothecariate group of Gifted, the Apothecariate can be found at Elusion often as they will deal in trading their healing services for magic items or temporary alliances. Dazz is an Alchemist that deals in poisons and potions. Their knowledge of these poisons made them an accomplice in the murder of a royal family in Drastia.

Evina Blackthorne (Unbound Gifted)

Evina is a battle forged fighter clad in armor that has many magical items and has been Unbound since the first time coming to Elusion. Evina prefers to be Unbound, and comes across many magical items that they will bring back to Elusion for trade. The Colosseum has seen Evina since her arrival, where she murdered her group and took their starting gifts for herself. Evina usually sticks to the last two levels, and will try to kill off a weakened group for their magical items after they face a monstrosity or other Gifted.

PART 3 | Characters of Note

Lauranil Invetis (Gifted; Barditos)

Lauranil is the leader of the Barditos, who were a criminal band that would sleep or charm with their music and then steal away valuables. The Barditos frequent Elusion for rest, but mostly to interact socially with people and relieve themselves of the crushing loneliness that is found in the rest of the Caverns. Lauranil is a half elven bard of the College of Glamour and relies mostly on her charisma and intelligence.

Lexian Daxos (Mercuriate)

Lexian Daxos is the most powerful leader of the triumvirate in the Mercuriate. Lexian is a doppleganger artificer that, along with other Mercuriate, create most of the magical items found in the Caverns. Lexian has a helm of mind shielding that keeps the young Elder Brain they command from reaching into their mind and scouring it of secrets. Lexian also has a deadman's switch device installed in their chest and the young Elder Brain that keeps it in servitude with the threat of death always looming. Lexian works to create even more powerful artifacts with ambitions to bring all kingdoms under solid servitude like they have of the Elder Brain.

Orena Virtuna (Gifted; Apothecariate)

Orena is a heavily armored Fallen Aasimar oathbreaker paladin of the Apothecariate. Orena wants to be redeemed in the Caverns of Adamant Death with a hope that it will also redeem them with their diety. Orena is as likely to use their warhammer to put you out of your misery as they are to heal your wounds, unless directed by Dazzirul to help someone. Orena distrusts most people and is quick to anger.

Ralzoren Vaxilian (Mercuriate)

Ralzoren is a werebear commander of the Gild Guard and the most front facing member of the Triumvirate. While the other two members are steeped deep into their studies or plotting the future of the Mercuriate, Ralzoren spends a lot of their time in the Gild Emporium and gets to know most high value people who travel through the Gild. Ralzoren keeps the Gild running from day to day and is very good at judging the intentions of an individual even before Lexian's pet Elder Brain would set off an alert of a spy.

Ralzoren has an elite guard of werebear Mercuriate that he gave his gift once they have proven themselves to be loyal.

PART 3 | Characters of Note

Rentar Thint (Gifted; Barditos)

Rentar is the more forceful member of the Barditos. Rentar is an elven Bard of the College of Whispers and likes to size up the area while Lauranil does her talking and will usually try to flank a suspicious person, ready to draw their blade to find its way into their back if the situation calls.

Sawk (Gifted; Hellmocks)

Sawk is the armored fighter of the Hellmocks who wields a vicious scythe that steals the strength of those that feel its jagged slash. Sawk is a Kenku that likes to echo the words and sounds of pain yelled out by those that they kill to strike fear into their resistance while this laughing creature taunts them. Many of the Hellmocks are jealous of Sawk, as their gifted armor bestows upon them the wings that all Kenku yearn to regain and use once more.


Telthesia (Compleated)

Telthesia, or Tessy is a Compleat Flumph Monstrosity created by Verazun as a way to keep tabs on Lexian, as well as a perfect tool for counter espionage for use in the Gild or the other Kingdoms. Verazun could not take the morality away from Telthesia though, and they used their power of innate invisibility to escape the grasp of Verazun and made their way into the Caverns of Adamant Death in search of people to help bring about the fall of the Mercuriate and their evil.

Tessy monitors psychic transmissions around Elusion and keep their distance from Auriana and spend most of their time invisible, speaking telepathically to only those who would try to make their way out of the Caverns with a purpose of bringing down the Mercuriate and the destruction of the Psychic Resonators to cripple the Mercuriates control over the Caverns, starting with the one in Elusion.

Turan Thal (Gifted; Oathbound)

Turan Thal is the leader of the Oathbound who has an aura of cold around them. Turan is a warlock whose patron is an Elder God of the void, and as such Turan has a chilling aura and casts damaging necrotic spells or magical darkness to embrace the void. Turan does not like to talk, and reigns in the talkative and curious nature of Vinbin. Turan's drive is to open a rift into the void, and bring about the arrival of their Elder God Patron. They are investigating if it is possible in the Caverns of Adamant Death or if it must be done elsewhere.

PART 3 | Characters of Note

Tust (Gifted; Hellmocks)

Tust is the leader of the hellmocks, and is a charismatic swashbuckler that enhances their natural martial prowess with the assistance of enhancing or disabling magics. Tust uses their mimicry to throw their voice around and distract or lure creatures into positions that can be advantageous for an ambush or to sneak by stealthily.

Verazun Bozarth (Mercuriate)

Verazun is a genetic maniuplator doppleganger that uses magic and science to try and compleat creatures. Verazun has an amulet that was made by the Traveler and stored in the Gild that was not found by the other Mercuriate and she keeps it a closely guarded secret. This amulet allows Verazun to teleport herself and up to 5 other creatures to a place she has seen in the Gild or Caverns. This is how she gets some prime examples of experiments from the Trials of Ascendance to the holding cells of teleportation in the Gild Guard Command. This also makes a battle against Verazun hard fought, as she can teleport away through levels unlike everyone else in the Gild, but would make a powerful asset to any of those looking to usurp the Mercuriate.

Vinbin (Gifted; Oathbound)

Vinbin is a water Genasi warlock with crystalline skin with a Patron of the Prince of Frost. Vinbin is largely aimless, hopelessly curious, and outgoing to all of those they meet. Their nature has been used against them numerous times, as the do not pick up on social queues and do not mind killing anyone their current partners would deem an enemy but they do not kill with malice. Vinbin is usually keeping themselves distracted with ice tricks when not investigating something they find curious.

Groups of Gifted and Their Gifts

The Gifted presented so far in this section are just guidelines, names and affiliations can be changed to suit whatever story you like more. The characters don't have very detailed items, as every Gifted has at least one magical item and the DM can think of a neat item to give them judging on the level of the party, what the party might need, or what would counter the party.

There can be any number of Gifted, even groups that are made up of mixed groups of gifted and name themselves something else. Although creating a new group and naming yourself something different will not stay the Colosseum of Redemption fight to the death, as the group is still not all from the same original group.

PART 3 | Characters of Note

Magical Treasures

Baleful Blade

Weapon (Greatsword), Rare


You gain a +1 bonus to attack and damage rolls made with this magical weapon.

The sword has 1d6 + 1 charges. Whenever you hit a creature with this weapon you may expend a charge to deal an additional 1d6 slashing damage and have the creature make a DC 13 Constitution saving throw. On a failed save, the target deals only half damage with weapon attacks that use Strength for 1 minute. The target can repeat the saving throw at the end of each of it turns, ending the effect on itself on a success.

Whenever you roll a 1 on an attack roll with this sword you hear faint whispers of a demon, If the sword has no charges left it is instead destroyed and the shattered pieces of it are reformed into a Babau (statistics are in Volo's Guide to Monsters) that is finally freed from the blade. If the sword is ever destroyed by other means the Babau is released from it.

Bloodbite Potion

Potion, rare


When you drink this potion you feel as though your blood is tingling. For 1 hour after drinking this potion, whenever you are hit with a melee attack that does slashing or piercing damage you may use your reaction to have the attacker made a DC 13 Dexterity saving throw. On a failed save the target takes 2d6 piercing damage, as the blood from your wound turns into sharp needles that shoot out from your wounds in a retaliatory strike.


Claw of the Ice Lord

Wand, very rare (requires attunement)


Whenever you deal cold damage with a spell while attuned to this item, you deal an additional damage die the spell deals in cold damage. In addition you have resistance to cold damage while attuned to this wand.

This wand has 7 charges for the following properties. It regains 1d6+1 expended charges daily at dawn. If you expend the claw's last charge, roll a d20. On a 1, the claw is shattered and the orb that was contained by the claw explodes in an icy blast requiring each creature within 30 feet to make a DC 17 Constitution saving throw. A creature takes 6d8 cold damage on a failed save, or half as much on a successful one. The area is considered difficult terrain and becomes a magical blizzard in the area for 1d4 days. Each creature that enters the area for the first time in its turn or starts its turn in the blizzard takes 2d8 cold damage. A creature killed by this blizzard becomes a frozen statue.

Spells. While holding the claw, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): Ray of Frost (1 charge) or Cone of Cold (5 charges).

Deathstriders

Wonderous item (boots), rare


While wearing these magical boots you have resistance to necrotic damage and your hit point maximum can't be reduced.

Death Knell. Whenever you are reduced to 0 hit points while wearing these magical boots, you gain 10 temporary hit points and each creature of your choice within 30 feet of you must make a DC 13 dexterity saving throw. On a failed save the creature takes 2d10 necrotic damage, or half as much on a successful save. Once this ability has been used it can't be used again until you complete a long rest.

PART 4 | Magical Treasures

Earthenheart

Weapon (any sword), very rare


You gain a +1 bonus to attack and damage rolls made with this magical weapon.

If this sword is stabbed into earthen ground or a rock over the course of a short or long rest it glows a faint green and becomes sharpened for 8 hours. While this sword glows it deals an additional 1d6 slashing damage on a hit, in addition if you score a critical hit with this weapon against a creature, the creature must make a DC 11 Constitution saving throw. On a failed save the creature becomes petrified and the green glow of the blade fades until recharged in earth during a short or long rest.

Elixer of Invigoration

Potion, very rare


When you drink this potion you regain 8d4+8 hit points and lose 1 point of exhaustion if you have any. In addition for 1 minute, the next time you would take damage you take half of the damage instead.

Emerald Enigma

Weapon (Maul), rare


You gain a +1 bonus to attack and damage rolls made with this magical weapon.

Emerald Dream. You can use an action to strike the ground and send entrancing emerald shards out from the point of impact. Each creature of your choice in a 30 foot sphere must succeed on a DC 15 Wisdom saving throw or fall under the effects of the Confusion spell for 1 minute without requiring concentration. Once this ability has been used it can't be used again until you complete a long rest.


Knot of Okentar

Weapon (greatclub), very rare


This greatclub is crafted from the gnarled bark of an ancient Treant. This weapon counts as a druidic focus, and any Druid spell cast through this greatclub gains a +2 bonus to hit and Spell DC. In addition you gain a +2 bonus to attack and damage rolls made with this magical weapon.

Animate Tree. As an action you can magically animate a tree you can see within 60 feet. This tree has the same statistics as a treant (Statistics in the Monster Manual), except it has an intelligence and Charisma score of 1, it can't speak, and it has only the slam action option. A tree animated in this way acts as an ally of the treant. The tree remains animate for 6 hours or until it dies; until it is more than 120 feet away from you; or until you take a bonus action to turn it back into an inanimate tree. The tree then takes root if possible. Once this ability has been used it can't be used again until you complete a long rest.

PART 4 | Magical Treasures

Knuckles of Lifesteal

Weapon, Rare


These gloves have sharpened knuckles with blood collecting holes along the glove. These knuckles are a double-handed weapon that still leave your hands open to cast the somatic components of spells.

You gain a +2 bonus to unarmed attack and damage rolls while wearing these knuckles. If you score a critical hit against a creature or reduce a creature to 0 hit points with an unarmed attack, if it isn't a construct or undead you regain 2d6 hit points.

Oil of Necrosis

Potion, rare


This deep violet pearlescent oil seems to have a small pulsating motion to it. The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and deals an additional 1d4 necrotic damage on a hit. If the coated item hits a creature, for 1 minute any time that creature would regain hit points it takes 1d4 necrotic damage instead.

Oil of Weapon Antithesis

Potion, very rare


This crimson oil is a thick and malleable liquid that smells of roses. The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, whenever the coated weapon would deal damage it deals no damage instead. If the coated weapon hits a creature, the creature regains 2d6 hit points as the thick crimson oil infuses the creature with life.

Potion of Enveloping Shadow

Potion, rare


When you drink this potion your shadow gains a vile grin and moves unaturally for 1 hour. For the duration as a bonus action you may have your shadow cover you, giving you advantage on Dexterity (Stealth) checks until the start of your next turn. In addition as an action you may have your shadow make a melee Strength attack against a creature within 5 feet of you with a +4 to hit. On a hit the shadow does 1d6 + 2 necrotic damage, and if the target dies from this attack a new shadow (statistics in the Monster Manual) rises from the corpse 1d4 hours later.

If you are reduced to 0 hit points while under the effects of this potion the effect ends early and your shadow disappears, reforming 1d4 hours later as a Shadow (statistics in the Monster Manual) and pursues you. You do not cast a shadow until the Shadow is destroyed.

PART 4 | Magical Treasures

Potion of Flame Skull

Potion, very rare


When you drink this potion an illusory pale skull covers your face that is wreathed in green flames and sheds bright light in a 15-foot radius and dim light for an additional 15 feet for 1 hour. For the duration you may shoot a fire ray from your eyes, as an action you may make a ranged spell attack against a target within 30 feet with a +5 to hit. On a successful hit the Fire Ray deals 3d6 fire damage.

Potion of Freezing

Potion, rare


This potion looks, smells, and tastes like a potion of cold resistance or other beneficial potion. However, it is actually the essence of an ice elemental masked by illusion magic. An identify spell reveals its true nature.

If you drink this potion, you take 3d10 cold damage, and if this damage would reduce you to 0 hit points you are killed and become a frozen statue.

Potion of Greed

Potion, uncommon


When you drink this potion you can sense the exact location and direction of any item containing gold within 600 feet of you for 1 hour.


Potion of Infernus

Potion, rare


When you drink this potion, for 1 minute you can have your hands become aflame as a bonus action, or stop the flames as a bonus action. While your hands are aflame you deal an additional 1d6 fire damage whenever you hit with an unarmed attack, in addition any flammable object hit ignites as long as it isn't being worn or carried.

Potion of Life Sense

Potion, rare


When you drink this potion you can see a feint green aura around all living creatures within 30 feet of you for 10 minutes. Undead and Constructs do not have an aura around them, and this aura can be seen through solid objects.

Potion of Spell Turning

Potion, very rare


When you drink this potion for up to an hour you have advantage on the next saving throw against a spell that targets only you. If the saving throw succeeds and the spell is of 7th level or lower, the spell has no effect on you and instead targets the caster.

Potion of Vigean Carapace

Potion, very rare


When you drink this potion you gain 3d10 temporary hit points for 8 hours and your AC is increased by 1 as long as you have these temporary hit points. Vines twist around your chest or any armor you are wearing that covers you in a temporary protective vegetation.

PART 4 | Magical Treasures

Caverns of Adamant Death Beastiary

PART 5 | Caverns of Adamant Death Beastiary



Aether Tharp

medium abberation, unaligned


  • Armor Class 12
  • Hit Points 27 (5d8 + 5)
  • Speed 30ft., Burrow 15 ft.

STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 13 (+1) 3 (-4) 12 (+1) 6 (-2)

  • Senses Tremorsense 60ft., passive Perception 12
  • Languages none
  • Challenge 1/2 (100 XP)

Arcane Sense. The Aether Tharp can pinpoint any creature with innate spellcasting or the ability to cast at least one spell within 60 ft. of it.

Superior Magic Resistance. The Aether Tharp is immune to cantrips unless it wishes to be effected by them. In addition it has advantage on saving throws against spells and other magical effects.

Spell Absorbtion. Whenever the Aether Tharp succeeds on a spell save or a spell attack against it misses, one of the three eyes of the Aether Tharp will start to glow, storing the magical essense of the spell. An Aether Tharp can store up to three spells this way, one in each eye. If an eye of the tharp is destroyed so is the amount of spells that it can store.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 5 (1d8 + 1) piercing damage. If the target is medium or smaller, it is grappled (escape DC 12). Until this gapple ends the target is restrained, and the Aether Tharp can't bite another target.

Spell Extraction. A target grappled by the Aether Tharp takes 5 psychic damage. The target must expend the lowest level spell slot it can and the Aether Tharp stores the spell if able.

Spell Consumption. The Aether Tharp may expend a stored spell to regain 5 temporary hit points for each level of the spell expended (minimum 5).

PART 5 | Caverns of Adamant Death Beastiary



Aranea

medium monstrosity (shapechanger), neutral evil


  • Armor Class 13 (natural armor)
  • Hit Points 22 (4d8 + 4)
  • Speed 30ft., climb 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 15 (+2) 13 (+1) 14 (+2) 13 (+1) 14 (+2)

  • Skills Deception +6, Stealth +6
  • Senses blindsight 10 ft., darkvision 60ft., passive Perception 11
  • Languages common, sylvan
  • Challenge 2 (450 XP)

Innate Spellcasting (Humanoid or Hybrid Form Only). The aranea's spellcasting ability is Charisma (spell save DC 12). The aranea can innately cast the following spells, requiring no material components:

At will: minor illusion, poison spray

3/day each: mage armor, silent image, sleep

Shapechanger. The Aranea can use its action to polymorph into a spider-humanoid hybrid or into a humanoid, or back into its true form, which is of a monstrous spider. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Spider Climb. The aranea can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Spider Nature (Spider or Hybrid Form Only). While in contact with a web, the aranea knows the exact location of any other creature in contact with the same web. In addition the aranea ignores movement restrictions caused by webbing.

Actions

Bite (Spider or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Web (Recharge 5-6, spider/hybrid form only). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

PART 5 | Caverns of Adamant Death Beastiary


Bone Worg

Large monstrosity, neutral evil


  • Armor Class 15 (natural armor)
  • Hit Points 32 (5d10 + 5)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 13 (+1) 7 (-2) 11 (+0) 6 (-2)

  • Skills Perception +4
  • Senses passive Perception 14
  • Languages none
  • Challenge 1 (200 XP)

Gore. If the Bone Worg moves at least 20 feet straight toward a target and then hits it with a Bone Mantle attack on the same turn, the target takes an extra 5 (2d4) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Keen Hearing and Smell. The Bone Worg has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 10 (2d6 + 3) piercing damage. If the target is a creature it must succeed on a DC 13 Strength saving throw or be knocked prone.

Bone Mantle. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 10 (2d4 + 3) piercing damage.



The Butcher

medium fiend (devil), lawful evil


  • Armor Class 14 (natural armor)
  • Hit Points 37 (5d8 + 15)
  • Speed 30ft., climb 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 11 (+0) 12 (+1) 14 (+2)

  • Saving Throws Con +5, Wis + 2, Cha +3
  • Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
  • Damage Immunities fire, poison
  • Condition Immunities poisoned
  • Senses darkvision 120ft., passive Perception 11
  • Languages Infernal, telepathy 120 ft.
  • Challenge 2 (450 XP)

Devil's Sight. Magical darkness doesn't impede the devil's darkvision.

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

Blood Hunter. The Butcher has advantage on Wisdom (Survival) checks to track a creature that is below its hit point maximum.

Actions

Multiattack. The Butcher can make two attacks, two savage cleaver attacks or a chain and savage cleaver attack.

Chain. Ranged Weapon Attack: +5 to hit, reach 15 ft., one target. Hit 7 (1d6 + 4) piercing damage, if the target is a creature of size Medium or smaller it is pulled up to 15 ft. towards the Butcher and becomes grappled (escape DC 13) if the butcher isn't already grappling a creature. The Butcher can only grapple one creature at a time, unless that creature is under the effects of String Up.

Savage Cleaver. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) slashing damage. If the target was dealt damage by this attack on the butchers turn, the target takes an additional 3 (1d6) slashing damage.

String Up. If the Butcher is grappling a creature by its Chain attack, it may string the creature up with the chain on the ceiling or other such way. Until the grapple ends or the chain is broken, the creature is restrained, has disadvantage on ability checks to escape the grapple, and takes 3 (1d6) piercing damage at the start of each of its turns. The chain is an object with AC 16, 20 hp, resistance to piercing damage, and immunity to psychic and thunder damage.

PART 5 | Caverns of Adamant Death Beastiary

The Butcher

The Butcher is a sadistic and ravenous fiend that relishes on inflicting pain to others.

The Cleaver Trap. The Butcher has forced a group of Aranea that also command lesser spiders to act as bait to lure in those who would try to clear the Halls of Slaughter. The Aranea act trapped helplessly in cages as a would be hostage waiting to be slaughtered, and once freed will direct people to the Butcher's lair. Once they have made their way to the butcher the Aranea use their illusion magic to make it seem as if the way they came has been walled off, and the only way out is to face the butcher in their chain filled chamber of slaughter. The Aranea will intervene if the Butcher gets too hurt and walk through their illusion wall to assist, though many can't withstand the savage attacks of the Butcher's cleaver.



Caustic Stoneweaver

Large monstrosity, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 26 (4d10 + 4)
  • Speed 30 ft., burrow 10 ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 14 (+2) 2 (-4) 11 (+0) 4 (-3)

  • Damage Resistances acid
  • Condition immunities petrification
  • Skills Stealth +7
  • Senses tremorsense 60 ft., passive Perception 10
  • Languages none
  • Challenge 1 (200 XP)

Burrowing Ambusher. The spider can burrow through solid rock at half its burrow speed.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one creature. Hit 5 (1d4 + 3) piercing damage, 2 (1d4) acid damage, and the creature must make a DC 11 Constitution saving throw. On a failed save, the creature magically 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 effect ends. On a failure , the creature is petrified until freed by the greater restoration spell or other magic.

Acid Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by acidic webbing and takes 9 (2d8) acid damage at the start of each of its turns as long as it is restrained in this way. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; immunity to acid, bludgeoning, poison, and psychic damage).


Drakkenwurm

medium monstrosity, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 39 (6d8 + 12)
  • Speed 30 ft., burrow 15 ft., fly 60 ft.

STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 14 (+2) 8 (-1) 11 (+0) 10 (+0)

  • Senses blindsight 60 ft. (blind beyond this radius). passive Perception 10
  • Languages understands Draconic but can't speak
  • Challenge 1 (200 XP)

Keen Hearing. The Drakkenwurm has advantage on Wisdom (Perception) checks that rely on hearing.

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

Actions

Multiattack. The Drakkenwurm makes two attacks, one with its bite and one with its claws or two attacks with its claws.

Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit 9 (1d10 + 4) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 13). Until this grapple ends the Drakkenwurm can't bite another target. Ability checks made to escape this grapple have disadvantage. When the Drakkenwurm moves, any Medium or smaller target it is grappling moves with it.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit 9 (1d10 + 4) slashing damage.



Ember Wolf

medium monstrosity, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 16 (3d8 + 3)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 13 (+1) 3 (-4) 16 (+3) 6 (-2)

  • Skills Perception +5, Stealth +4
  • Damage Resistances fire
  • Senses passive Perception 15
  • Languages none
  • Challenge 1/2 (100 XP)

Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 10 (2d4 + 2) piercing damage. If the target is a creature it must succeed on a DC 11 Strength saving throw or be knocked prone.

Ember Shroud. The wolf gains a fiery aura that projects bright light for 15 feet and dim light for an additional 15 feet. All creatures within 5 feet of the wolf must succeed on a DC 13 Dexterity saving throw or take 3 (1d6) fire damage. Any creature that ends its turn within 5 feet of the wolf takes 3 (1d6) fire damage. The wolf may end this ability as a bonus action.

PART 5 | Caverns of Adamant Death Beastiary


Gilderan

medium elemental, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 32 (5d8 + 10)
  • Speed 20 ft., swim 30 ft.

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

  • Senses darkvision 30 ft., passive Perception 10
  • Languages none
  • Challenge 1/2 (100 XP)

Gold Sense. The Gilderan can pinpoint the exact location of gold, such as coins or any item containing gold, within 120 feet of it.

Gilded Mushrooms. The gilderan creates golden mushrooms over its shell, these mushrooms can be harvested from the gilderan to create greed potions or sold.

start.

Actions

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

Gold Magnesis. The gilderan can move an object within 60 feet of it that is made of or containing gold and that weighs up to 500 pounds up to 30 feet towards itself if it is not being worn or carried. If it is being worn or carried by a creature, the creature must succeed on a DC 11 Strength saving throw or have the object be pulled away from teh creature and moved up to 30 feet towards the gilderan.



Gravelord

Huge undead, neutral evil


  • Armor Class 8
  • Hit Points 84 (8d12 + 32)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 6 (-2) 18 (+4) 2 (-4) 6 (+2) 4 (-3)

  • Saving Throws Wis +0
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 8
  • Languages understands all languages of the zombies attached to it but can't speak
  • Challenge 2 (450 XP)

Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Actions

Slam. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 15 (2d10 + 4) bludgeoning damage.

Gravespawn. As long as the Gravelord has at least 20 hit points or more, the Gravelord rips a smaller zombie off of its body losing 15 hit points and throws it at a creature it can see within 30 ft. of it. The creature must succeed on a Dexterity saving throw or take 6 (2d6) bludgeoning damage and knocked prone. A zombie creature (statistics in the Monster Manual) appears in an unoccupied space within 5 feet of the creature, rolls its own initiative, and has 15 hit points.

PART 5 | Caverns of Adamant Death Beastiary



Greed Spider

Large beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 44 (8d8 + 8)
  • Speed 30ft., climb 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 12 (+1) 6 (-2) 12 (+1) 4 (-3)

  • Skills Stealth +7
  • Senses blindsight 10ft., darkvision 60 ft., passive Perception 11
  • Languages None
  • Challenge 2 (450 XP)

Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

Web Walker. The spider ignores movement restrictions caused by webbing.

False Appearance. While the spider reamins motionless, it is indistinguishable from a pile of gold or jewels. .

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one creature. Hit 7 (1d8 + 3) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, the target is paralyzed while poisoned in this way.

Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

Reactions

Jewel Trap. Whenever a jewel is removed from the Greed Spider's back a creature within 5 feet of the spider must make a DC 13 Dexterity saving throw or be restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

Greed Spider

The Greed spiders are akin to giant trapdoor spiders, however instead of burrowing in the ground these spiders become infatuated by luxurious gems and gold. They spend their early lives venturing around attacking anything with coins or gems on its person, using its webs to affix the gems to its back and cover itself in gold. Eventually when it reaches adulthood and if it has gotten enough gold it finds a lair, usually a cave, and burrows in its wealth like a dragon would. However unlike a dragon a greed spider doesnt mind other Giant spiders to inhabit its cave, but will fight to the death with any greed spider or creature that would steal its wealth.

Pressurized webs. The greed spider has a rather flat hard top with holes in it that produce webs, When a Greed spider affixes a gem or gem cluster large enough to cover the hole it becomes sealed with its webbing building up pressure and making the gem faintly glow from bioluminescent lights. When a large gem is removed from the Greed Spider this pressure is released, covering any would be thief in a restraining web. The Greed Spider then poison's the creature and consumes the encased victim slowly while affixing the gems back onto its carapace, adding any valuables the creature had to its pile and then slumbers within its pile of wealth, appearing as a regular pile of gold and jewels.

PART 5 | Caverns of Adamant Death Beastiary


Grollub

Medium monstrosity, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 18 (4d8 + 8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 14 (+2) 2 (-4) 15 (+2) 4 (-3)

  • Senses passive Perception 12
  • Languages none
  • Challenge 1/2 (100 XP)

Regenerative Mushrooms. A Grollub grows 3 (1d6) magical mushrooms on its body over the course of a week. These mushrooms can be cultivated and brewed into a potion of healing.

Actions

Multiattack. The Grollub can make two slam attacks or a slam attack and a stench tongue attack.

Slam. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 5 (1d6 + 2) bludgeoning damage.

Stench Tongue. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit 4 (1d4 + 2) slashing damage and the target has disadvantage on its next attack roll until the start of the Grollubs next turn

Consume. A Grollub consumes a mushroom on itself or another Grollub to regain 6 (2d4 + 2) hit points.



Inveleon

Large monstrosity, chaotic neutral


  • Armor Class 13 (natural armor)
  • Hit Points 27 (5d10)
  • Speed 20 ft., fly 50 ft.

STR DEX CON INT WIS CHA
17 (+3) 11 (+1) 13 (+1) 6 (+2) 12 (+1) 4 (-3)

  • Skills Athletics +7, Stealth +3, Perception +3
  • Senses passive Perception 13
  • Languages none
  • Challenge 1 (200 XP)

Camouflaging Wings. The Inveleon has advantage on stealth checks in forests.

Actions

Constricting Dive. Melee Weapon Attack: +5 to hit, reach 5ft., one creature. Hit 12 (2d8 + 3) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 15). Until this grapple ends the target is restrained and can't constrict another target. The Inveleon wraps its wings around the target, and at the start of each of the targets turns it takes 5 (2d8) bludgeoning damage as long as it is still grappled.

Adaptive Carapace. the next time the Inveleon is dealt damage until the start of its next turn, it is dealt half damage from the attack and gains resistance to the damage type recieved until this action is used again.


Molten Moakan

Medium elemental, neutral


  • Armor Class 13 (natural armor)
  • Hit Points 19 (3d8 + 6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 15 (+2) 6 (-2) 10 (+0) 7 (-2)

  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immnities fire, poison
  • Condition Immunities exhaustion, paralyzed, petrified, poisoned, prone, unconscious
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Ignan
  • Challenge 1 (200 XP)

Lava Form. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage. In addition when the elemental is reduced to 0 hit points it explodes, each creature within 30 ft. of it must make a DC 13 Dexterity save. On a failed save a creature takes 11 (2d10) fire damage or half as much on a successful one, and the area becomes difficult terrain and each creature who starts its turn there or

Illumination. The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 feet.

Water Susceptibility. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.

Actions

Multiattack. The elemental makes two slam attacks.

Slam. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 4 (1d6 + 1) fire damage. If the target is size medium or smaller, it is also grappled (escape DC 11). Until this grapple ends, the target is restrained, the elemental can automatically hit the target with its slam and can't hit another target with a slam attack. The elemental can have up to two creatures of size medium or smaller grappled this way.


PART 5 | Caverns of Adamant Death Beastiary


Necrosis Cultivator

Small monstrosity, neutral evil


  • Armor Class 13
  • Hit Points 14 (4d4 + 4)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 17 (+3) 12 (+1) 2 (-4) 10 (+0) 4 (-3)

  • Damage Immunities necrotic
  • Senses passive Perception 10
  • Languages none
  • Challenge 1/4 (50 XP)

Necrosis Sac. Whenever the Necrosis Cultivator is dealt slashing or piercing damage, all creatures within 5 ft. of it must succeed on a DC 11 Dexterity saving throw or take 7 (2d6) necrotic damage as a necrotic sac on its back bursts. A creature that attacks the Necrosis Cultivator may choose to attack with disadvantage to negate this ability as they carefully place the strike for the attack.

Actions

Claw. Melee Weapon Attack: +1 to hit, reach 5ft., one target. Hit 1 (1d4 - 1) slashing damage, 2 (1d4) necrotic damage, and the target can't regain hit points until the end of its next turn.

Spit. Ranged Weapon Attack: +5 to hit, range 30/60 ft., one target. Hit 5 (1d4 + 3) necrotic damage.

PART 5 | Caverns of Adamant Death Beastiary


Oketran

Large monstrosity, chaotic neutral


  • Armor Class 13 (natural armor)
  • Hit Points 27 (5d10)
  • Speed 30 ft., fly 40 ft.

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 10 (+0) 10 (+0) 12 (+1) 15 (+2)

  • Skills Deception +4, Insight +5
  • Senses passive Perception 11
  • Languages common, telepathy 60 ft.
  • Challenge 1 (200 XP)

Confuscating Wings. The Oketran can take the dodge or disengage action as a bonus action on each of its turns.

Actions

Claw. Melee Weapon Attack: +5 to hit, reach 5ft., one creature. Hit 11 (2d8 + 2) piercing damage

Reactions

Dazzling Display. Whenever a creature the Oketran can see within 30 ft. of it makes an attack, that creature makes the attack with disadvantage as the Oketran makes a shimmering distracting display with its wings. If the creature is blinded this ability has no effect.



Revenant Heartstone of Ulrach

Medium monstrosity, chaotic evil


  • Armor Class 13 (natural armor)
  • Hit Points 26 (4d10 + 4)
  • Speed 30 ft., burrow 10 ft.

STR DEX CON INT WIS CHA
13 (+2) 11 (+0) 10 (+0) 12 (+1) 10 (+0) 8 (-1)

  • Senses darkvision 60 ft., passive Perception 10
  • Languages common, abyssal
  • Challenge 1 (200 XP)

Unfeeling Husk. The Revenant Heartstone has resistance to all damage from nonmagical sources. A creature may choose to attack the glowing heartstone embedded in the chest to negate this ability for the attack.

Unyielding Evil. Whenever the Revenant Heartstone is reduced to 0 hit points, if the attack wasn't directed at the heartstone then it rolls out of the husk and will reform its body in 1d12 hours. While a heartstone is reforming it has an AC of 10, Damage Threshold of 5, and 15 hit points. A reformed husk of a Heartstone will know the direction of the last creature to reduce it to 0 hit points, bent on revenge.

Actions

Claw. Melee Weapon Attack: +5 to hit, reach 5ft., one creature. Hit 8 (2d6 + 1) piercing damage

Terrifying Prescence. Each creature that is within 120 ft. of the heartstone must succeed on a DC 13 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creatures saving throw is successful or the effect ends for it, the creature is immne to the heartstones fear for 1 hour.


PART 5 | Caverns of Adamant Death Beastiary


Rime-tongue Frog

medium monstrosity, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 32 (5d8 + 10)
  • Speed 20 ft., swim 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 14 (+2) 2 (-4) 13 (+1) 4 (-3)

  • Damage Resistances cold
  • Senses darkvision 30 ft., passive Perception 11
  • Languages none
  • Challenge 1 (200 XP)

Amphibious. The frog can breathe air and water.

Standing Leap. The frog's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

Actions

Tongue Lash. Melee Weapon Attack: +5 to hit, reach 10ft., one target. Hit 4 (1d4 + 2) bludgeoning damage and 2 (1d4) cold damage, and the creatures movement speed is reduced by 10 feet until the end of its next turn.

Rime Breath (recharge 5-6). The frog exhales a 15-foot cone of frigid air. Each creature in the area must make a DC 11 Constitution saving throw, taking 10 (3d6) cold damage on a failed save and its movement speed reduced to 0 until the end of its next turn, or half as much damage on a successful one and its movement speed reduced by 10 feet until the end of its next turn.



Thazurann

Large undead, lawful evil


  • Armor Class 18 (natural armor)
  • Hit Points 37 (5d10 + 10)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 14 (+2) 6 (-2) 8 (-1) 4 (-3)

  • Damage Vulnerabilities bludgeoning, fire
  • Damage Immunities cold, poison
  • Condition Immunities exhaustion, poisoned
  • Senses darkvision 60 ft., passive Perception 9
  • Languages none
  • Challenge 1 (200 XP)

Shattering Shell. Whenever the Oketran is dealt bludgeoning or fire damage its AC is reduced by 2 for 1 hour as some of the ice shell encasing its skeleton is shattered.

Actions

Slam. Melee Weapon Attack: +5 to hit, reach 5ft., one creature. Hit 15 (2d10 + 4) piercing damage.

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