The weather today: A dry rockstorm

Tonight's moon: Waning gibbous

Landscape and flora
Random encounter

Creatures and Threats

Common Fauna in the Area
Possible Monster Motives
  • Guarding treasure
  • Possessed by an evil
  • Guarding a secret
  • Enthralled by a magic item
  • Protecting their young

Loot Suggestions

1d4 copper coins from another country
A vase with 1d100 copper pieces
“The Four Eyes of Macwindle Foe”

This original copy of the history of renowned archmage Macwindle Foe has a great deal of information within it on the area’s monsters, magic areas, and natural resources.

To the right collector, it could be worth 2500 gp. (Your party members probably won’t know that and might settle for 200 gp.)

Magic Item
Iron Flask

Wondrous item, legendary

This iron bottle has a brass stopper. You can use an action to speak the flask’s command word, targeting a creature that you can see within 60 feet of you. If the target is native to a plane of existence other than the one you’re on, the target must succeed on a DC 17 Wisdom saving throw or be trapped in the flask. If the target has been trapped by the flask before, it has advantage on the saving throw. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn’t need to breathe, eat, or drink and doesn’t age.

You can use an action to remove the flask’s stopper and release the creature the flask contains. The creature is friendly to you and your companions for 1 hour and obeys your commands for that duration. If you give no commands or give it a command that is likely to result in its death, it defends itself but otherwise takes no actions. At the end of the duration, the creature acts in accordance with its normal disposition and alignment.

An identify spell reveals that a creature is inside the flask, but the only way to determine the type of creature is to open the flask. A newly discovered bottle might already contain a creature chosen by the GM or determined randomly.

51-54Demon (type 1)
55-58Demon (type 2)
59-62Demon (type 3)
63-64Demon (type 4)
65Demon (type 5)
66Demon (type 6)
68-69Devil (greater)
70-73Devil (lesser)
78-83Elemental (any)
84-86Invisible Stalker
87-90Night hag
Spell Scroll

2nd-level illusion Casting Time: 1 actionRange: TouchComponents: V, S, M (an eyelash encased in gum arabic)Duration: Concentration, up to 1 hour A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts […]

In case you want to terrify your players...

Pit Fiend

  • Large fiend (devil), lawful evil

    Armor Class 19 (natural armor)
    Hit Points 300 (24d10 + 168)
    Speed 30 ft., fly 60 ft.

    26 (+8)14 (+2)24 (+7)22 (+6)18 (+4)24 (+7)

    Saving Throws Dex +8, Con +13, Wis +10
    Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
    Damage Immunities fire, poison
    Condition Immunities poisoned
    Senses truesight 120 ft., passive Perception 14
    Languages Infernal, telepathy 120 ft.
    Challenge 20 (25,000 XP)

    Fear Aura. Any creature hostile to the pit fiend that starts its turn within 20 feet of the pit fiend must make a DC 21 Wisdom saving throw, unless the pit fiend is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature’s saving throw is successful, the creature is immune to the pit fiend’s Fear Aura for the next 24 hours.
    Magic Resistance. The pit fiend has advantage on saving throws against spells and other magical effects.
    Magic Weapons. The pit fiend’s weapon attacks are magical. Innate Spellcasting. The pit fiend’s spellcasting ability is Charisma (spell save DC 21). The pit fiend can innately cast the following spells, requiring no material components:
    At will: detect magic, fireball 3/day each: hold monster, wall of fire


    Multiattack. The pit fiend makes four attacks: one with its bite, one with its claw, one with its mace, and one with its tail.
    Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) piercing damage. The target must succeed on a DC 21 Constitution saving throw or become poisoned. While poisoned in this way, the target can’t regain hit points, and it takes 21 (6d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
    Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage.
    Mace. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage plus 21 (6d6) fire damage.
    Tail. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 8) bludgeoning damage.

    created by Wizards of the Coast

  • Protecting their home

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